void Start() { main = Tools.MainCamera(); footsteps = main.transform.root.GetComponent <Footsteps>(); StartCoroutine(SpalshWait()); }
private void Awake() { rb = GetComponent <Rigidbody>(); Cursor.lockState = CursorLockMode.Locked; initialHeadYOffset = head.localPosition.y; footstepController = GetComponent <Footsteps>(); }
// Use this for initialization protected override void Awake() { base.Awake(); Cursor.visible = false; baseSpeed = 5.0f; //baseSpeed = 24.0f; playerSpeed = baseSpeed; footstepTimer = new Timer(0.5f); footstepSoundTimer = new Timer(0.5f); footsteps = new Footsteps(30, Resources.Load <Sprite>("Sprites/Player/footstepRight")); lv = Vector2.zero; playerAnimation = transform.Find("PlayerAnimation").gameObject; animator = playerAnimation.GetComponent <Animator>(); playerShadow = transform.Find("PlayerShadow").gameObject; shadowAnimator = playerShadow.GetComponent <Animator>(); audios = GetComponents <AudioSource>(); mainCamera = GameObject.Find("Main Camera"); indoorFootstepSounds = new AudioClip[3]; indoorFootstepSounds[0] = Resources.Load <AudioClip>("Sounds/Player/footstep_floor1"); indoorFootstepSounds[1] = Resources.Load <AudioClip>("Sounds/Player/footstep_floor2"); indoorFootstepSounds[2] = Resources.Load <AudioClip>("Sounds/Player/footstep_floor3"); outdoorFootstepSounds = new AudioClip[3]; outdoorFootstepSounds[0] = Resources.Load <AudioClip>("Sounds/Player/footstep_land1"); outdoorFootstepSounds[1] = Resources.Load <AudioClip>("Sounds/Player/footstep_land2"); outdoorFootstepSounds[2] = Resources.Load <AudioClip>("Sounds/Player/footstep_land3"); }
public override void OnInspectorGUI() { m_Target = (target as Footsteps); EditorGUILayout.Space(); EditorGUI.BeginChangeCheck(); AudioManager audioManager = (AudioManager)EditorGUILayout.ObjectField("Audio Manager", m_Target.audioManager, typeof(AudioManager), true); if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(target, "Changed Audio Manager"); m_Target.audioManager = audioManager; } EditorGUILayout.Space(); EditorGUILayout.LabelField("Surfaces", EditorStyles.boldLabel); for (int i = 0; i < m_Target.surfaces.Count; i++) { DrawSurface(i); } EditorGUILayout.Space(); EditorGUI.BeginChangeCheck(); if (GUILayout.Button("Add a new Surface", GUILayout.Height(32))) { if (EditorGUI.EndChangeCheck()) { Undo.RecordObject(target, "Add a new Surface"); m_Target.surfaces.Add(new GroundType()); } } }
private void Awake() { playerMovement = GetComponent <PlayerMovement>(); lookTransform = transform.GetChild(0); footsteps = GetComponentInChildren <Footsteps>(); playerStats = GetComponent <PlayerStats>(); }
// Use this for initialization void Start() { //anim = this.gameObject.GetComponent<Animator>(); ci = GetComponent <CharacterInput>(); ps = GetComponent <PlayerSyncData>(); footsteps = GetComponent <Footsteps>(); //temporärt men ska bero på vilket lag man valt anim = animTeam1; }
// Use this for initialization void Start() { anim = GetComponent <Animator>(); agent = GetComponent <NavMeshAgent>(); footsteps = GetComponentInChildren <Footsteps>(); agent.updateRotation = false; agent.updatePosition = true; anim.applyRootMotion = true; }
private void OnTriggerExit(Collider other) { if (other.CompareTag("Hunter") || other.CompareTag("Beast")) { Footsteps feet = other.GetComponent <Footsteps>(); if (feet != null) { feet.toggle_water(false); } } }
void Start() { FootstepsComponent = Camera.main.GetComponent <CameraControl>().playerObj.GetComponent <Footsteps>(); rustleFx = transform.gameObject.AddComponent <AudioSource>(); rustleFx.spatialBlend = 1.0f; rustleFx.volume = FootstepsComponent.foliageRustleVol; rustleFx.pitch = 1.0f; rustleFx.dopplerLevel = 0.0f; rustleFx.maxDistance = 10.0f; rustleFx.rolloffMode = AudioRolloffMode.Linear; }
void Start() { //Set up external script references playerObj = Camera.main.transform.GetComponent <CameraControl>().playerObj; FPSWalkerComponent = playerObj.GetComponent <FPSRigidBodyWalker>(); IronsightsComponent = playerObj.GetComponent <Ironsights>(); CameraControlComponent = Camera.main.GetComponent <CameraControl>(); FootstepsComponent = playerObj.GetComponent <Footsteps>(); FPSPlayerComponent = playerObj.GetComponent <FPSPlayer>(); WeaponPivotComponent = FPSPlayerComponent.WeaponPivotComponent; }
private void Awake() { AssignDestinationPoints(); gameManager = FindObjectOfType <GameController>(); carScript = FindObjectOfType <ThiefCarScript>(); alarmController = FindObjectOfType <AlarmLight>(); soundScript = thiefAnim.gameObject.GetComponent <Footsteps>(); player = GameObject.FindGameObjectWithTag("Player").transform; headScript = GetComponent <HeadLookController>(); agent = GetComponent <NavMeshAgent>(); col = GetComponent <SphereCollider>(); agent.autoTraverseOffMeshLink = false; }
void Start() { input = GetComponent <CharacterInput>(); pRBody = GetComponent <Rigidbody>(); capCol = GetComponent <CapsuleCollider>(); height = capCol.height - 2 * capCol.radius; footsteps = GetComponent <Footsteps>(); //latencyText.gameObject.SetActive(true); //nClient = GameObject.Find("Network Manager").GetComponent<NetworkManager>().client; //Debug.Log("Changing to ground state"); sp = new StatePointer(MovePlayerPositionGround); animStateChanged = 1; animGrounded = 1; animJump = 0; //Debug.Log("Blir grounded"); }
void OnTriggerEnter(Collider col) { FPSRigidBodyWalker FPSWalkerComponent = playerObj.GetComponent <FPSRigidBodyWalker>(); Footsteps FootstepsComponent = playerObj.GetComponent <Footsteps>(); string colTag = col.gameObject.tag; Transform colTransform = col.gameObject.transform; //play splash effects for player and objects thrown into water if ((colTag == "Player" && (FPSWalkerComponent.jumping || !FPSWalkerComponent.grounded)) || //play splash effects for player if they jumped into water ((colTag == "Usable" || //play splash effects for objects if they hit water colTag == "Metal" || colTag == "Wood" || colTag == "Glass" || col.gameObject.name == "Chest") && colTransform.position.y > myTransform.collider.bounds.max.y - 0.3f)) { if (colTag == "Player") { EnterWater(col); } AudioSource.PlayClipAtPoint(FootstepsComponent.waterLand, colTransform.position); //play splash sound if (waterSplash) { foreach (Transform child in waterSplash.transform) //emit all particles in the particle effect game object group stored in impactObj var { if (child.name == "FastSplash") { splashPos = new Vector3(colTransform.position.x, myTransform.collider.bounds.max.y - 0.15f, colTransform.position.z); child.particleEmitter.transform.position = splashPos; } else { splashPos = new Vector3(colTransform.position.x, myTransform.collider.bounds.max.y + 0.01f, colTransform.position.z); child.particleEmitter.transform.position = splashPos; } child.particleEmitter.transform.rotation = Quaternion.FromToRotation(Vector3.up, waterSplash.transform.up); //rotate impact effects so they are perpendicular to surface hit child.particleEmitter.Emit(); //emit the particle(s) } } } }
void Start() { footsteps = Camera.main.transform.root.GetComponent <Footsteps>(); }
void Update() { //Set up external script references FPSRigidBodyWalker FPSWalkerComponent = playerObj.GetComponent <FPSRigidBodyWalker>(); Ironsights IronsightsComponent = playerObj.GetComponent <Ironsights>(); FPSPlayer FPSPlayerComponent = playerObj.GetComponent <FPSPlayer>(); CameraKick CameraKickComponent = Camera.main.GetComponent <CameraKick>(); Footsteps FootstepsComponent = playerObj.GetComponent <Footsteps>(); if (Time.timeScale > 0 && Time.deltaTime > 0) //allow pausing by setting timescale to 0 { waveslice = 0.0f; if (!FPSPlayerComponent.useAxisInput) { horizontal = FPSWalkerComponent.inputX; //get input from player movement script vertical = FPSWalkerComponent.inputY; } else { horizontal = FPSWalkerComponent.inputXSmoothed; //get input from player movement script vertical = FPSWalkerComponent.inputYSmoothed; } midpoint = FPSWalkerComponent.midPos; //Start bob from view position set in player movement script if (Mathf.Abs(horizontal) != 0 || Mathf.Abs(vertical) != 0 && FPSWalkerComponent.grounded) //Perform bob only when moving and grounded { waveslice = Mathf.Sin(timer); wavesliceRoll = Mathf.Sin(timerRoll); if (Mathf.Abs(FPSWalkerComponent.inputY) > 0.1f) { inputSpeed = Mathf.Abs(FPSWalkerComponent.inputY); } else { inputSpeed = Mathf.Abs(FPSWalkerComponent.inputX); } timer = timer + bobbingSpeed * inputSpeed * Time.deltaTime; timerRoll = timerRoll + (bobbingSpeed / 2.0f) * Time.deltaTime; //Make view roll bob half the speed of view pitch bob if (timer > Mathf.PI * 2.0f) { timer = timer - (Mathf.PI * 2.0f); if (!FPSWalkerComponent.noClimbingSfx) //dont play climbing footsteps if noClimbingSfx is true { FootstepsComponent.FootstepSfx(); //play footstep sound effect by calling FootstepSfx() function in Footsteps.cs } } //Perform bobbing of camera roll if (timerRoll > Mathf.PI * 2.0f) { timerRoll = (timerRoll - (Mathf.PI * 2.0f)); if (!FPSWalkerComponent.grounded) { timerRoll = 0; //reset timer when airborne to allow soonest resume of footstep sfx } } } else { //reset variables to prevent view twitching when falling timer = 0.0f; timerRoll = 0.0f; tempLocalEulerAngles = new Vector3(0, 0, 0); //reset camera angles to 0 when stationary } if (waveslice != 0) { translateChange = waveslice * bobbingAmount; translateChangePitch = waveslice * pitchingAmount; translateChangeRoll = wavesliceRoll * rollingAmount; translateChangeYaw = wavesliceRoll * yawingAmount; totalAxes = Mathf.Abs(horizontal) + Mathf.Abs(vertical); totalAxes = Mathf.Clamp(totalAxes, 0.0f, 1.0f); //needed for smooth return to neutral view pos translateChange = totalAxes * translateChange; translateChangePitch = totalAxes * translateChangePitch; translateChangeRoll = totalAxes * translateChangeRoll; //Set position for smoothing function and add jump value //divide position by deltaTime for framerate independence dampTo = midpoint + (translateChange / Time.deltaTime * 0.01f); //camera roll and pitch bob tempLocalEulerAngles = new Vector3(translateChangePitch, translateChangeYaw, translateChangeRoll); } else { if (!FPSWalkerComponent.swimming) { if (IronsightsComponent.cameraIdleBob) { idleYBob = Mathf.Sin(Time.time * 1.25f) * 0.015f; } } else { if (IronsightsComponent.cameraSwimBob) { idleYBob = Mathf.Sin(Time.time * 1.65f) * 0.08f; //increase vertical bob when swimming } } //reset variables to prevent view twitching when falling dampTo = midpoint + idleYBob; //add small sine bob for camera idle movement totalAxes = 0; translateChange = 0; } //use SmoothDamp to smooth position and remove any small glitches in bob amount dampOrg = Mathf.SmoothDamp(dampOrg, dampTo, ref dampVelocity, 0.1f, Mathf.Infinity, Time.deltaTime); //Pass bobbing amount and angles to the camera kick script in the camera object after smoothing CameraKickComponent.dampOriginY = dampOrg; CameraKickComponent.bobAngles = Vector3.SmoothDamp(CameraKickComponent.bobAngles, tempLocalEulerAngles, ref dampVelocity2, 0.1f, Mathf.Infinity, Time.deltaTime); } }
// Use this for initialization void Start() { anim = GetComponent<Animator>(); agent = GetComponent<NavMeshAgent>(); footsteps = GetComponentInChildren<Footsteps>(); agent.updateRotation = false; agent.updatePosition = true; anim.applyRootMotion = true; }
void Start() { c_playerTransform=GameObject.FindGameObjectWithTag("Player").transform; c_transform=transform; c_playerFootsteps=c_playerTransform.GetComponent<Footsteps>(); }
public override void Bind(Entity entity, Main main, bool creating = false) { Main.Config settings = main.Settings; Transform transform = entity.GetOrCreate <Transform>("Transform"); entity.CannotSuspend = true; PlayerFactory.Instance = entity; this.SetMain(entity, main); FPSInput input = new FPSInput(); input.EnabledWhenPaused = false; entity.Add("Input", input); Updater parkour = entity.Create <Updater>(); Updater jumper = entity.Create <Updater>(); Player player = entity.GetOrCreate <Player>("Player"); AnimatedModel firstPersonModel = entity.GetOrCreate <AnimatedModel>("FirstPersonModel"); firstPersonModel.MapContent = false; firstPersonModel.Serialize = false; firstPersonModel.Filename.Value = "Models\\joan-firstperson"; firstPersonModel.CullBoundingBox.Value = false; AnimatedModel model = entity.GetOrCreate <AnimatedModel>("Model"); model.MapContent = false; model.Serialize = false; model.Filename.Value = "Models\\joan"; model.CullBoundingBox.Value = false; AnimationController anim = entity.GetOrCreate <AnimationController>("AnimationController"); RotationController rotation = entity.GetOrCreate <RotationController>("Rotation"); BlockPredictor predictor = entity.GetOrCreate <BlockPredictor>("BlockPredictor"); Jump jump = entity.GetOrCreate <Jump>("Jump"); RollKickSlide rollKickSlide = entity.GetOrCreate <RollKickSlide>("RollKickSlide"); Vault vault = entity.GetOrCreate <Vault>("Vault"); WallRun wallRun = entity.GetOrCreate <WallRun>("WallRun"); VoxelTools voxelTools = entity.GetOrCreate <VoxelTools>("VoxelTools"); Footsteps footsteps = entity.GetOrCreate <Footsteps>("Footsteps"); FallDamage fallDamage = entity.GetOrCreate <FallDamage>("FallDamage"); CameraController cameraControl = entity.GetOrCreate <CameraController>("CameraControl"); FPSCamera fpsCamera = entity.GetOrCreate <FPSCamera>("FPSCamera"); fpsCamera.Enabled.Value = false; Rumble rumble = entity.GetOrCreate <Rumble>("Rumble"); Property <Vector3> floor = new Property <Vector3>(); transform.Add(new Binding <Vector3>(floor, () => transform.Position + new Vector3(0, player.Character.Height * -0.5f, 0), transform.Position, player.Character.Height)); AkGameObjectTracker.Attach(entity, floor); predictor.Add(new Binding <Vector3>(predictor.FootPosition, floor)); predictor.Add(new Binding <Vector3>(predictor.LinearVelocity, player.Character.LinearVelocity)); predictor.Add(new Binding <float>(predictor.Rotation, rotation.Rotation)); predictor.Add(new Binding <float>(predictor.MaxSpeed, player.Character.MaxSpeed)); predictor.Add(new Binding <float>(predictor.JumpSpeed, player.Character.JumpSpeed)); predictor.Add(new Binding <bool>(predictor.IsSupported, player.Character.IsSupported)); jump.Add(new Binding <bool>(jump.Crouched, player.Character.Crouched)); jump.Add(new TwoWayBinding <bool>(player.Character.IsSupported, jump.IsSupported)); jump.Add(new TwoWayBinding <bool>(player.Character.HasTraction, jump.HasTraction)); jump.Add(new TwoWayBinding <Vector3>(player.Character.LinearVelocity, jump.LinearVelocity)); jump.Add(new TwoWayBinding <BEPUphysics.Entities.Entity>(jump.SupportEntity, player.Character.SupportEntity)); jump.Add(new TwoWayBinding <Vector3>(jump.SupportVelocity, player.Character.SupportVelocity)); jump.Add(new Binding <Vector2>(jump.AbsoluteMovementDirection, player.Character.MovementDirection)); jump.Add(new Binding <WallRun.State>(jump.WallRunState, wallRun.CurrentState)); jump.Add(new Binding <float>(jump.Rotation, rotation.Rotation)); jump.Add(new Binding <Vector3>(jump.Position, transform.Position)); jump.Add(new Binding <Vector3>(jump.FloorPosition, floor)); jump.Add(new Binding <float>(jump.MaxSpeed, player.Character.MaxSpeed)); jump.Add(new Binding <float>(jump.JumpSpeed, player.Character.JumpSpeed)); jump.Add(new Binding <float>(jump.Mass, player.Character.Mass)); jump.Add(new Binding <float>(jump.LastRollKickEnded, rollKickSlide.LastRollKickEnded)); jump.Add(new Binding <Voxel>(jump.WallRunMap, wallRun.WallRunVoxel)); jump.Add(new Binding <Direction>(jump.WallDirection, wallRun.WallDirection)); jump.Add(new CommandBinding <Voxel, Voxel.Coord, Direction>(jump.WalkedOn, footsteps.WalkedOn)); jump.Add(new CommandBinding(jump.DeactivateWallRun, (Action)wallRun.Deactivate)); jump.Add(new CommandBinding <float>(jump.FallDamage, fallDamage.ApplyJump)); jump.Predictor = predictor; jump.Bind(model); jump.Add(new TwoWayBinding <Voxel>(wallRun.LastWallRunMap, jump.LastWallRunMap)); jump.Add(new TwoWayBinding <Direction>(wallRun.LastWallDirection, jump.LastWallDirection)); jump.Add(new TwoWayBinding <bool>(rollKickSlide.CanKick, jump.CanKick)); jump.Add(new TwoWayBinding <float>(player.Character.LastSupportedSpeed, jump.LastSupportedSpeed)); wallRun.Add(new Binding <bool>(wallRun.IsSwimming, player.Character.IsSwimming)); wallRun.Add(new TwoWayBinding <Vector3>(player.Character.LinearVelocity, wallRun.LinearVelocity)); wallRun.Add(new TwoWayBinding <Vector3>(transform.Position, wallRun.Position)); wallRun.Add(new TwoWayBinding <bool>(player.Character.IsSupported, wallRun.IsSupported)); wallRun.Add(new CommandBinding(wallRun.LockRotation, (Action)rotation.Lock)); wallRun.Add(new CommandBinding <float>(wallRun.UpdateLockedRotation, rotation.UpdateLockedRotation)); vault.Add(new CommandBinding(wallRun.Vault, delegate() { vault.Go(true); })); wallRun.Predictor = predictor; wallRun.Add(new Binding <float>(wallRun.Height, player.Character.Height)); wallRun.Add(new Binding <float>(wallRun.JumpSpeed, player.Character.JumpSpeed)); wallRun.Add(new Binding <float>(wallRun.MaxSpeed, player.Character.MaxSpeed)); wallRun.Add(new TwoWayBinding <float>(rotation.Rotation, wallRun.Rotation)); wallRun.Add(new TwoWayBinding <bool>(player.Character.AllowUncrouch, wallRun.AllowUncrouch)); wallRun.Add(new TwoWayBinding <bool>(player.Character.HasTraction, wallRun.HasTraction)); wallRun.Add(new Binding <float>(wallRun.LastWallJump, jump.LastWallJump)); player.Add(new Binding <WallRun.State>(player.Character.WallRunState, wallRun.CurrentState)); input.Bind(rollKickSlide.RollKickButton, settings.RollKick); rollKickSlide.Add(new Binding <bool>(rollKickSlide.EnableCrouch, player.EnableCrouch)); rollKickSlide.Add(new Binding <float>(rollKickSlide.Rotation, rotation.Rotation)); rollKickSlide.Add(new Binding <bool>(rollKickSlide.IsSwimming, player.Character.IsSwimming)); rollKickSlide.Add(new Binding <bool>(rollKickSlide.IsSupported, player.Character.IsSupported)); rollKickSlide.Add(new Binding <Vector3>(rollKickSlide.FloorPosition, floor)); rollKickSlide.Add(new Binding <float>(rollKickSlide.Height, player.Character.Height)); rollKickSlide.Add(new Binding <float>(rollKickSlide.MaxSpeed, player.Character.MaxSpeed)); rollKickSlide.Add(new Binding <float>(rollKickSlide.JumpSpeed, player.Character.JumpSpeed)); rollKickSlide.Add(new Binding <Vector3>(rollKickSlide.SupportVelocity, player.Character.SupportVelocity)); rollKickSlide.Add(new TwoWayBinding <bool>(wallRun.EnableEnhancedWallRun, rollKickSlide.EnableEnhancedRollSlide)); rollKickSlide.Add(new TwoWayBinding <bool>(player.Character.AllowUncrouch, rollKickSlide.AllowUncrouch)); rollKickSlide.Add(new TwoWayBinding <bool>(player.Character.Crouched, rollKickSlide.Crouched)); rollKickSlide.Add(new TwoWayBinding <bool>(player.Character.EnableWalking, rollKickSlide.EnableWalking)); rollKickSlide.Add(new TwoWayBinding <Vector3>(player.Character.LinearVelocity, rollKickSlide.LinearVelocity)); rollKickSlide.Add(new TwoWayBinding <Vector3>(transform.Position, rollKickSlide.Position)); rollKickSlide.Predictor = predictor; rollKickSlide.Bind(model); rollKickSlide.VoxelTools = voxelTools; rollKickSlide.Add(new CommandBinding(rollKickSlide.DeactivateWallRun, (Action)wallRun.Deactivate)); rollKickSlide.Add(new CommandBinding(rollKickSlide.Footstep, footsteps.Footstep)); rollKickSlide.Add(new CommandBinding(rollKickSlide.LockRotation, (Action)rotation.Lock)); SoundKiller.Add(entity, AK.EVENTS.STOP_PLAYER_SLIDE_LOOP); vault.Add(new Binding <Vector3>(vault.Position, transform.Position)); vault.Add(new Binding <Vector3>(vault.FloorPosition, floor)); vault.Add(new Binding <float>(vault.MaxSpeed, player.Character.MaxSpeed)); vault.Add(new Binding <WallRun.State>(vault.WallRunState, wallRun.CurrentState)); vault.Add(new CommandBinding(vault.LockRotation, (Action)rotation.Lock)); vault.Add(new CommandBinding(vault.DeactivateWallRun, (Action)wallRun.Deactivate)); vault.Add(new TwoWayBinding <float>(player.Character.LastSupportedSpeed, vault.LastSupportedSpeed)); vault.Add(new CommandBinding <float>(vault.FallDamage, fallDamage.Apply)); vault.Bind(model); vault.Predictor = predictor; vault.Add(new TwoWayBinding <float>(rotation.Rotation, vault.Rotation)); vault.Add(new TwoWayBinding <bool>(player.Character.IsSupported, vault.IsSupported)); vault.Add(new TwoWayBinding <bool>(player.Character.HasTraction, vault.HasTraction)); vault.Add(new TwoWayBinding <Vector3>(player.Character.LinearVelocity, vault.LinearVelocity)); vault.Add(new TwoWayBinding <bool>(player.Character.EnableWalking, vault.EnableWalking)); vault.Add(new TwoWayBinding <bool>(player.Character.AllowUncrouch, vault.AllowUncrouch)); vault.Add(new TwoWayBinding <bool>(player.Character.Crouched, vault.Crouched)); vault.Add(new Binding <float>(vault.Radius, player.Character.Radius)); rotation.Add(new TwoWayBinding <Vector2>(rotation.Mouse, input.Mouse)); rotation.Add(new Binding <bool>(rotation.Rolling, rollKickSlide.Rolling)); rotation.Add(new Binding <bool>(rotation.Kicking, rollKickSlide.Kicking)); rotation.Add(new Binding <Vault.State>(rotation.VaultState, vault.CurrentState)); rotation.Add(new Binding <WallRun.State>(rotation.WallRunState, wallRun.CurrentState)); voxelTools.Add(new Binding <float>(voxelTools.Height, player.Character.Height)); voxelTools.Add(new Binding <float>(voxelTools.SupportHeight, player.Character.SupportHeight)); voxelTools.Add(new Binding <Vector3>(voxelTools.Position, transform.Position)); anim.Add(new Binding <bool>(anim.IsSupported, player.Character.IsSupported)); anim.Add(new Binding <WallRun.State>(anim.WallRunState, wallRun.CurrentState)); anim.Add(new Binding <bool>(anim.EnableWalking, player.Character.EnableWalking)); anim.Add(new Binding <bool>(anim.Crouched, player.Character.Crouched)); anim.Add(new Binding <Vector3>(anim.LinearVelocity, player.Character.LinearVelocity)); anim.Add(new Binding <Vector2>(anim.Movement, input.Movement)); anim.Add(new Binding <Vector2>(anim.Mouse, input.Mouse)); anim.Add(new Binding <float>(anim.Rotation, rotation.Rotation)); anim.Add(new Binding <Voxel>(anim.WallRunMap, wallRun.WallRunVoxel)); anim.Add(new Binding <Direction>(anim.WallDirection, wallRun.WallDirection)); anim.Add(new Binding <bool>(anim.IsSwimming, player.Character.IsSwimming)); anim.Add(new Binding <bool>(anim.Kicking, rollKickSlide.Kicking)); anim.Add(new Binding <Vector3>(anim.SupportVelocity, player.Character.SupportVelocity)); anim.Add ( new Binding <bool> ( anim.EnableLean, () => player.Character.EnableWalking.Value && player.Character.IsSupported.Value && input.Movement.Value.Y > 0.5f, player.Character.EnableWalking, player.Character.IsSupported, input.Movement ) ); anim.Bind(model); // Camera control model.UpdateWorldTransforms(); cameraControl.Add(new Binding <Vector2>(cameraControl.Mouse, input.Mouse)); cameraControl.Add(new Binding <float>(cameraControl.Lean, x => x * (float)Math.PI * 0.05f, anim.Lean)); cameraControl.Add(new Binding <Vector3>(cameraControl.LinearVelocity, player.Character.LinearVelocity)); cameraControl.Add(new Binding <float>(cameraControl.MaxSpeed, player.Character.MaxSpeed)); cameraControl.Add(new Binding <Matrix>(cameraControl.CameraBone, model.GetBoneTransform("Camera"))); cameraControl.Add(new Binding <Matrix>(cameraControl.HeadBone, model.GetBoneTransform("ORG-head"))); cameraControl.Add(new Binding <Matrix>(cameraControl.ModelTransform, model.Transform)); cameraControl.Add(new Binding <float>(cameraControl.BaseCameraShakeAmount, () => MathHelper.Clamp((player.Character.LinearVelocity.Value.Length() - (player.Character.MaxSpeed * 2.5f)) / (player.Character.MaxSpeed * 4.0f), 0, 1), player.Character.LinearVelocity, player.Character.MaxSpeed)); cameraControl.Offset = model.GetBoneTransform("Camera").Value.Translation - model.GetBoneTransform("ORG-head").Value.Translation; float heightOffset = 0.1f; #if VR if (main.VR) { heightOffset = 0.4f; } #endif cameraControl.Offset += new Vector3(0, heightOffset, 0); rumble.Add(new Binding <float>(rumble.CameraShake, cameraControl.TotalCameraShake)); rumble.Add(new CommandBinding <float>(fallDamage.Rumble, rumble.Go)); rumble.Add(new CommandBinding <float>(player.Rumble, rumble.Go)); rumble.Add(new CommandBinding <float>(rollKickSlide.Rumble, rumble.Go)); firstPersonModel.Add(new Binding <bool>(firstPersonModel.Enabled, x => !x, cameraControl.ThirdPerson)); model.Add(new ChangeBinding <bool>(cameraControl.ThirdPerson, delegate(bool old, bool value) { if (value && !old) { model.UnsupportedTechniques.Remove(Technique.Clip); model.UnsupportedTechniques.Remove(Technique.Render); } else if (old && !value) { model.UnsupportedTechniques.Add(Technique.Clip); model.UnsupportedTechniques.Add(Technique.Render); } })); Lemma.Console.Console.AddConCommand(new Console.ConCommand("third_person", "Toggle third-person view (WARNING: EXPERIMENTAL)", delegate(Console.ConCommand.ArgCollection args) { cameraControl.ThirdPerson.Value = !cameraControl.ThirdPerson; })); entity.Add(new CommandBinding(entity.Delete, delegate() { Lemma.Console.Console.RemoveConCommand("third_person"); })); #if DEVELOPMENT ModelAlpha debugCylinder = new ModelAlpha(); debugCylinder.Filename.Value = "AlphaModels\\cylinder"; debugCylinder.Add(new Binding <Matrix>(debugCylinder.Transform, transform.Matrix)); debugCylinder.Serialize = false; debugCylinder.Alpha.Value = 0.25f; debugCylinder.Add(new Binding <bool>(debugCylinder.Enabled, cameraControl.ThirdPerson)); debugCylinder.Add(new Binding <Vector3>(debugCylinder.Scale, delegate() { return(new Vector3(player.Character.Radius * 2.0f, player.Character.Height, player.Character.Radius * 2.0f)); }, player.Character.Height, player.Character.Radius)); entity.Add(debugCylinder); #endif // When rotation is locked, we want to make sure the player can't turn their head // 180 degrees from the direction they're facing #if VR if (main.VR) { input.MaxY.Value = input.MinY.Value = 0; } else #endif input.Add(new Binding <float>(input.MaxY, () => rotation.Locked ? (float)Math.PI * 0.3f : (float)Math.PI * 0.4f, rotation.Locked)); input.Add(new Binding <float>(input.MinX, () => rotation.Locked ? rotation.Rotation + ((float)Math.PI * -0.4f) : 0.0f, rotation.Rotation, rotation.Locked)); input.Add(new Binding <float>(input.MaxX, () => rotation.Locked ? rotation.Rotation + ((float)Math.PI * 0.4f) : 0.0f, rotation.Rotation, rotation.Locked)); input.Add(new NotifyBinding(delegate() { input.Mouse.Changed(); }, rotation.Locked)); // Make sure the rotation locking takes effect even if the player doesn't move the mouse // Setup rendering properties model.Materials = firstPersonModel.Materials = new Model.Material[3]; // Hoodie and shoes model.Materials[0] = new Model.Material { SpecularIntensity = 0.0f, SpecularPower = 1.0f, }; // Hands model.Materials[1] = new Model.Material { SpecularIntensity = 0.3f, SpecularPower = 2.0f, }; // Pants and skin model.Materials[2] = new Model.Material { SpecularIntensity = 0.5f, SpecularPower = 20.0f, }; firstPersonModel.Bind(model); // Third person model only gets rendered for shadows. No regular rendering or reflections. model.UnsupportedTechniques.Add(Technique.Clip); model.UnsupportedTechniques.Add(Technique.Render); // First-person model only used for regular rendering. No shadows or reflections. firstPersonModel.UnsupportedTechniques.Add(Technique.Shadow); firstPersonModel.UnsupportedTechniques.Add(Technique.Clip); // Build UI UIRenderer ui = new UIRenderer(); ui.DrawOrder.Value = -1; ui.EnabledWhenPaused = true; ui.EnabledInEditMode = false; entity.Add("UI", ui); input.Add(new Binding <float>(input.MouseSensitivity, settings.MouseSensitivity)); input.Add(new Binding <bool>(input.InvertMouseX, settings.InvertMouseX)); input.Add(new Binding <bool>(input.InvertMouseY, settings.InvertMouseY)); input.Add(new Binding <PCInput.PCInputBinding>(input.LeftKey, settings.Left)); input.Add(new Binding <PCInput.PCInputBinding>(input.RightKey, settings.Right)); input.Add(new Binding <PCInput.PCInputBinding>(input.BackwardKey, settings.Backward)); input.Add(new Binding <PCInput.PCInputBinding>(input.ForwardKey, settings.Forward)); model.StartClip("Idle", 0, true, AnimatedModel.DefaultBlendTime); // Set up AI agent Agent agent = entity.GetOrCreate <Agent>(); agent.Add(new TwoWayBinding <float>(player.Health, agent.Health)); agent.Add(new Binding <Vector3>(agent.Position, () => transform.Position.Value + new Vector3(0, player.Character.Height * -0.5f, 0), transform.Position, player.Character.Height)); agent.Add(new Binding <bool>(agent.Loud, () => player.Character.MovementDirection.Value.LengthSquared() > 0 && !player.Character.Crouched, player.Character.Crouched)); // Blocks BlockCloud blockCloud = entity.GetOrCreate <BlockCloud>("BlockCloud"); blockCloud.Scale.Value = 0.5f; blockCloud.Add(new Binding <Vector3>(blockCloud.Position, () => transform.Position.Value + new Vector3(0, player.Character.Height + player.Character.LinearVelocity.Value.Y, 0), transform.Position, player.Character.Height, player.Character.LinearVelocity)); blockCloud.Blocks.ItemAdded += delegate(int index, Entity.Handle block) { Entity e = block.Target; if (e != null) { e.Serialize = false; PhysicsBlock.CancelPlayerCollisions(e.Get <PhysicsBlock>()); } }; PointLight blockLight = entity.Create <PointLight>(); blockLight.Add(new Binding <Vector3>(blockLight.Position, blockCloud.AveragePosition)); blockLight.Add(new Binding <bool, int>(blockLight.Enabled, x => x > 0, blockCloud.Blocks.Length)); blockLight.Attenuation.Value = 30.0f; blockLight.Add(new Binding <Vector3, Voxel.t>(blockLight.Color, delegate(Voxel.t t) { switch (t) { case Voxel.t.GlowBlue: return(new Vector3(0.7f, 0.7f, 0.9f)); case Voxel.t.GlowYellow: return(new Vector3(0.9f, 0.9f, 0.7f)); default: return(new Vector3(0.8f, 0.8f, 0.8f)); } }, blockCloud.Type)); // Death entity.Add(new CommandBinding(player.Die, blockCloud.Clear)); entity.Add(new CommandBinding(player.Die, delegate() { Session.Recorder.Event(main, "Die"); if (agent.Killed || Agent.Query(transform.Position, 0.0f, 10.0f, x => x != agent) != null) { Session.Recorder.Event(main, "Killed"); AkSoundEngine.PostEvent(AK.EVENTS.PLAY_PLAYER_DEATH, entity); main.Spawner.RespawnDistance = Spawner.KilledRespawnDistance; main.Spawner.RespawnInterval = Spawner.KilledRespawnInterval; } entity.Add(new Animation(new Animation.Execute(entity.Delete))); })); player.EnabledInEditMode = false; Action updateFallSound = delegate() { float speed = player.Character.LinearVelocity.Value.Length(); float maxSpeed = player.Character.MaxSpeed * 1.25f; float value; if (speed > maxSpeed) { value = (speed - maxSpeed) / (maxSpeed * 2.0f); } else { value = 0.0f; } AkSoundEngine.SetRTPCValue(AK.GAME_PARAMETERS.SFX_PLAYER_FALL, value); }; updateFallSound(); AkSoundEngine.PostEvent(AK.EVENTS.PLAY_PLAYER_FALL, entity); player.Add(new NotifyBinding(updateFallSound, player.Character.LinearVelocity)); SoundKiller.Add(entity, AK.EVENTS.STOP_PLAYER_FALL); player.Add(new TwoWayBinding <Matrix>(transform.Matrix, player.Character.Transform)); model.Add(new Binding <Matrix>(model.Transform, delegate() { const float leanAmount = (float)Math.PI * 0.1f; return(Matrix.CreateTranslation(0, (player.Character.Height * -0.5f) - player.Character.SupportHeight, 0) * Matrix.CreateRotationZ(anim.Lean * leanAmount) * Matrix.CreateRotationY(rotation.Rotation) * transform.Matrix); }, transform.Matrix, rotation.Rotation, player.Character.Height, player.Character.SupportHeight, anim.Lean)); firstPersonModel.Add(new Binding <Matrix>(firstPersonModel.Transform, model.Transform)); firstPersonModel.Add(new Binding <Vector3>(firstPersonModel.Scale, model.Scale)); WallRun.State[] footstepWallrunStates = new[] { WallRun.State.Left, WallRun.State.Right, WallRun.State.Straight, WallRun.State.None, }; footsteps.Add(new Binding <bool>(footsteps.SoundEnabled, () => !player.Character.Crouched && footstepWallrunStates.Contains(wallRun.CurrentState) || (player.Character.IsSupported && player.Character.EnableWalking), player.Character.IsSupported, player.Character.EnableWalking, wallRun.CurrentState, player.Character.Crouched)); footsteps.Add(new Binding <Vector3>(footsteps.Position, transform.Position)); footsteps.Add(new Binding <float>(footsteps.Rotation, rotation.Rotation)); footsteps.Add(new Binding <float>(footsteps.CharacterHeight, player.Character.Height)); footsteps.Add(new Binding <float>(footsteps.SupportHeight, player.Character.SupportHeight)); footsteps.Add(new Binding <bool>(footsteps.IsSupported, player.Character.IsSupported)); footsteps.Add(new Binding <bool>(footsteps.IsSwimming, player.Character.IsSwimming)); footsteps.Add(new CommandBinding <float>(footsteps.Damage, agent.Damage)); footsteps.Add(new CommandBinding <Voxel, Voxel.Coord, Direction>(wallRun.WalkedOn, footsteps.WalkedOn)); model.Trigger("Run", 0.16f, footsteps.Footstep); model.Trigger("Run", 0.58f, footsteps.Footstep); model.Trigger("WallRunLeft", 0.16f, footsteps.Footstep); model.Trigger("WallRunLeft", 0.58f, footsteps.Footstep); model.Trigger("WallRunRight", 0.16f, footsteps.Footstep); model.Trigger("WallRunRight", 0.58f, footsteps.Footstep); model.Trigger("WallRunStraight", 0.16f, footsteps.Footstep); model.Trigger("WallRunStraight", 0.58f, footsteps.Footstep); model.Trigger("TurnLeft", 0.15f, footsteps.Footstep); model.Trigger("TurnRight", 0.15f, footsteps.Footstep); model.Trigger("TopOut", 1.0f, new Command { Action = delegate() { AkSoundEngine.PostEvent(AK.EVENTS.PLAY_PLAYER_GRUNT, entity); } }); main.UI.IsMouseVisible.Value = false; SkinnedModel.Clip sprintAnimation = model["Sprint"], runAnimation = model["Run"]; // Movement binding player.Add(new Binding <Vector2>(player.Character.MovementDirection, delegate() { Vector2 movement = input.Movement; if (movement.LengthSquared() == 0.0f) { return(Vector2.Zero); } Matrix matrix = Matrix.CreateRotationY(rotation.Rotation); Vector2 forwardDir = new Vector2(matrix.Forward.X, matrix.Forward.Z); Vector2 rightDir = new Vector2(matrix.Right.X, matrix.Right.Z); return(-(forwardDir * movement.Y) - (rightDir * movement.X)); }, input.Movement, rotation.Rotation)); player.Character.Crouched.Value = true; player.Character.AllowUncrouch.Value = true; // Fall damage fallDamage.Add(new Binding <bool>(fallDamage.IsSupported, player.Character.IsSupported)); fallDamage.Add(new TwoWayBinding <Vector3>(player.Character.LinearVelocity, fallDamage.LinearVelocity)); fallDamage.Add(new TwoWayBinding <float>(player.Health, fallDamage.Health)); fallDamage.Add(new CommandBinding <BEPUphysics.BroadPhaseEntries.Collidable, ContactCollection>(player.Character.Collided, fallDamage.Collided)); fallDamage.Add(new TwoWayBinding <bool>(player.Character.EnableWalking, fallDamage.EnableWalking)); fallDamage.Add(new TwoWayBinding <bool>(player.EnableMoves, fallDamage.EnableMoves)); fallDamage.Add(new TwoWayBinding <bool>(fallDamage.Landing, rotation.Landing)); fallDamage.Add(new CommandBinding(fallDamage.LockRotation, (Action)rotation.Lock)); fallDamage.Add(new CommandBinding <float>(fallDamage.PhysicsDamage, agent.Damage)); fallDamage.Bind(model); // Swim up input.Bind(player.Character.SwimUp, settings.Jump); float parkourTime = 0; float jumpTime = 0; const float gracePeriod = 1.0f; jumper.Action = delegate(float dt) { if (player.EnableMoves && player.Character.EnableWalking && vault.CurrentState.Value == Vault.State.None && !rollKickSlide.Rolling && !rollKickSlide.Kicking && jumpTime < gracePeriod) { if (jump.Go()) { parkour.Enabled.Value = false; jumper.Enabled.Value = false; } jumpTime += dt; } else { jumper.Enabled.Value = false; } }; jumper.Add(new CommandBinding(jumper.Enable, delegate() { jumpTime = 0; })); jumper.Enabled.Value = false; entity.Add(jumper); // Jumping input.Bind(settings.Jump, PCInput.InputState.Down, delegate() { jumper.Enabled.Value = true; }); input.Bind(settings.Jump, PCInput.InputState.Up, delegate() { jumper.Enabled.Value = false; }); // Wall-run, vault, predictive parkour.Action = delegate(float dt) { if (player.EnableMoves && player.Character.EnableWalking && !(player.Character.Crouched && player.Character.IsSupported) && vault.CurrentState.Value == Vault.State.None && !rollKickSlide.Kicking && !rollKickSlide.Rolling && wallRun.CurrentState.Value == WallRun.State.None && parkourTime < gracePeriod) { bool didSomething = false; bool parkourBeganThisFrame = parkourTime == 0; if (predictor.PossibilityCount > 0) { // In slow motion, prefer left and right wall-running if (!(didSomething = wallRun.Activate(WallRun.State.Left, parkourBeganThisFrame))) { if (!(didSomething = wallRun.Activate(WallRun.State.Right, parkourBeganThisFrame))) { if (!(didSomething = vault.Go(parkourBeganThisFrame))) { didSomething = wallRun.Activate(WallRun.State.Straight, parkourBeganThisFrame); } } } } else { // In normal mode, prefer straight wall-running if (!(didSomething = vault.Go(parkourBeganThisFrame))) { if (!(didSomething = wallRun.Activate(WallRun.State.Straight, parkourBeganThisFrame))) { if (!(didSomething = wallRun.Activate(WallRun.State.Left, parkourBeganThisFrame))) { didSomething = wallRun.Activate(WallRun.State.Right, parkourBeganThisFrame); } } } } if (didSomething) { jumper.Enabled.Value = false; player.SlowMotion.Value = false; parkour.Enabled.Value = false; } else if (parkourBeganThisFrame) { if (blockCloud.Blocks.Length > 0) { player.SlowMotion.Value = true; predictor.ClearPossibilities(); predictor.PredictPlatforms(); predictor.PredictWalls(); } else if (player.EnableSlowMotion) { player.SlowMotion.Value = true; } } parkourTime += dt; } else { parkour.Enabled.Value = false; } }; parkour.Add(new CommandBinding(parkour.Enable, delegate() { parkourTime = 0; })); entity.Add(parkour); parkour.Enabled.Value = false; input.Bind(settings.Parkour, PCInput.InputState.Down, delegate() { parkour.Enabled.Value = true; }); input.Bind(settings.Parkour, PCInput.InputState.Up, delegate() { parkour.Enabled.Value = false; wallRun.Deactivate(); if (player.SlowMotion) { player.SlowMotion.Value = false; } }); input.Bind(settings.RollKick, PCInput.InputState.Down, delegate() { if (player.EnableMoves && player.Character.EnableWalking) { rollKickSlide.Go(); parkour.Enabled.Value = false; jumper.Enabled.Value = false; } }); input.Bind(settings.RollKick, PCInput.InputState.Up, delegate() { if (!rollKickSlide.Rolling && !rollKickSlide.Kicking) { player.Character.AllowUncrouch.Value = true; } }); // Special ability /* * input.Bind(settings.SpecialAbility, PCInput.InputState.Down, delegate() * { * Voxel.GlobalRaycastResult hit = Voxel.GlobalRaycast(main.Camera.Position, main.Camera.Forward, main.Camera.FarPlaneDistance, null); * if (hit.Voxel != null && hit.Voxel.GetType() != typeof(DynamicVoxel)) * { * VoxelRip.Go(hit.Voxel, hit.Coordinate.Value, 7, delegate(List<DynamicVoxel> results) * { * foreach (DynamicVoxel v in results) * { * v.IsAffectedByGravity.Value = false; * v.LinearVelocity.Value = hit.Voxel.GetAbsoluteVector(hit.Normal.GetVector()) * 7.0f + new Vector3((float)this.random.NextDouble() * 2.0f - 1.0f, (float)this.random.NextDouble() * 2.0f - 1.0f, (float)this.random.NextDouble() * 2.0f - 1.0f); + } + }); + } + }); */ // Player data bindings entity.Add(new PostInitialization { delegate() { Entity dataEntity = PlayerDataFactory.Instance; PlayerData playerData = dataEntity.Get <PlayerData>(); // HACK. Overwriting the property rather than binding the two together. Oh well. // This is because I haven't written a two-way list binding. footsteps.RespawnLocations = playerData.RespawnLocations; // Bind player data properties entity.Add(new TwoWayBinding <float>(WorldFactory.Instance.Get <World>().CameraShakeAmount, cameraControl.CameraShakeAmount)); entity.Add(new TwoWayBinding <bool>(playerData.EnableRoll, rollKickSlide.EnableRoll)); entity.Add(new TwoWayBinding <bool>(playerData.EnableCrouch, player.EnableCrouch)); entity.Add(new TwoWayBinding <bool>(playerData.EnableKick, rollKickSlide.EnableKick)); entity.Add(new TwoWayBinding <bool>(playerData.EnableWallRun, wallRun.EnableWallRun)); entity.Add(new TwoWayBinding <bool>(playerData.EnableWallRunHorizontal, wallRun.EnableWallRunHorizontal)); entity.Add(new TwoWayBinding <bool>(playerData.EnableEnhancedWallRun, wallRun.EnableEnhancedWallRun)); entity.Add(new TwoWayBinding <bool>(playerData.EnableMoves, player.EnableMoves)); entity.Add(new TwoWayBinding <float>(playerData.MaxSpeed, player.Character.MaxSpeed)); entity.Add(new TwoWayBinding <Voxel.t>(playerData.CloudType, blockCloud.Type)); entity.Add(new TwoWayBinding <bool>(playerData.ThirdPerson, cameraControl.ThirdPerson)); entity.Add(new TwoWayBinding <bool>(playerData.EnableSlowMotion, player.EnableSlowMotion)); Phone phone = dataEntity.GetOrCreate <Phone>("Phone"); entity.Add ( new Binding <bool> ( phone.CanReceiveMessages, () => player.Character.IsSupported && !player.Character.IsSwimming && !player.Character.Crouched, player.Character.IsSupported, player.Character.IsSwimming, player.Character.Crouched ) ); PhoneNote.Attach(main, entity, player, model, input, phone, player.Character.EnableWalking, playerData.PhoneActive, playerData.NoteActive); PlayerUI.Attach(main, entity, ui, player.Health, rotation.Rotation, playerData.NoteActive, playerData.PhoneActive); } }); fpsCamera.Add(new Binding <Vector2>(fpsCamera.Mouse, input.Mouse)); fpsCamera.Add(new Binding <Vector2>(fpsCamera.Movement, input.Movement)); input.Bind(fpsCamera.SpeedMode, settings.Parkour); input.Bind(fpsCamera.Up, settings.Jump); fpsCamera.Add(new Binding <bool>(fpsCamera.Down, input.GetKey(Keys.LeftControl))); Lemma.Console.Console.AddConCommand(new ConCommand("noclip", "Toggle free camera mode", delegate(ConCommand.ArgCollection args) { bool freeCameraMode = !fpsCamera.Enabled; fpsCamera.Enabled.Value = freeCameraMode; cameraControl.Enabled.Value = !freeCameraMode; firstPersonModel.Enabled.Value = !freeCameraMode; model.Enabled.Value = !freeCameraMode; ui.Enabled.Value = !freeCameraMode; player.Character.EnableWalking.Value = !freeCameraMode; player.EnableMoves.Value = !freeCameraMode; player.Character.Body.IsAffectedByGravity = !freeCameraMode; if (freeCameraMode) { AkSoundEngine.PostEvent(AK.EVENTS.STOP_PLAYER_BREATHING_SOFT, entity); } else { transform.Position.Value = main.Camera.Position; } })); entity.Add(new CommandBinding(entity.Delete, delegate() { Lemma.Console.Console.RemoveConCommand("noclip"); if (fpsCamera.Enabled) // Movement is disabled. Re-enable it. { player.Character.EnableWalking.Value = true; player.EnableMoves.Value = true; } PlayerFactory.Instance = null; })); }
protected override void Awake() { instance = this; base.Awake(); playerLayerMask = LayerMask.GetMask(LayerMask.LayerToName(gameObject.layer)); deathTime = 1.75f; gameObject.tag = "Player"; rigidbody2D = GetComponent<Rigidbody2D>(); collider2D = GetComponent<BoxCollider2D>(); _halfHeight = collider2D.bounds.extents.y; _halfWidth = collider2D.bounds.size.x; //_leftOffset = Vector3.left * _halfWidth * 0.5f; //_rightOffset = Vector3.right * _halfWidth * 0.5f; _animator = playerRenderer.GetComponentInChildren<Animator>(); _defaultAcceleration = acceleration; _defaultMaxVelocity = maxVelocity; _footsteps = GetComponentInChildren<Footsteps>(); if (!groundedCheck) { groundedCheck = GetComponent<GroundedCheck>(); } var coldSuit = Resources.LoadAll<Sprite>("ColdSuit"); coldSuitSprites = new Dictionary<string, Sprite>(); foreach (var sprite in coldSuit) { coldSuitSprites.Add(sprite.name, sprite); } var powerSuit = Resources.LoadAll<Sprite>("PowerSuit"); powerSuitSprites = new Dictionary<string, Sprite>(); foreach (var sprite in powerSuit) { powerSuitSprites.Add(sprite.name, sprite); } }
void Awake() { inputManager = scriptManager.GetScript <InputController>(); hm = GetComponent <HealthManager>(); footsteps = GetComponent <Footsteps>(); }
void Start() { myTransform = transform; mainCamTransform = Camera.main.transform; //assign this item's playerObj and weaponObj value playerObj = mainCamTransform.GetComponent <CameraControl>().playerObj; weaponObj = mainCamTransform.GetComponent <CameraControl>().weaponObj; //assign external script references FPSWalkerComponent = playerObj.GetComponent <FPSRigidBodyWalker>(); FootstepsComponent = playerObj.GetComponent <Footsteps>(); PlayerWeaponsComponent = weaponObj.GetComponent <PlayerWeapons>(); Physics.IgnoreCollision(myTransform.GetComponent <Collider>(), FPSWalkerComponent.leanCol, true); //set up underwater sound effects audioSource = gameObject.AddComponent <AudioSource>(); audioSource.clip = underwaterSound; audioSource.loop = true; audioSource.volume = 0.8f; //store original fog values to apply to render settings when player surfaces fogEnabled = RenderSettings.fog; origFogColor = RenderSettings.fogColor; origFogDensity = RenderSettings.fogDensity; origFogMode = RenderSettings.fogMode; origLinearFogStart = RenderSettings.fogStartDistance; origLinearFogEnd = RenderSettings.fogEndDistance; origLightColor = RenderSettings.ambientLight; //automatically assign sunlight if (!SunlightObj) { Light[] lightList = FindObjectsOfType(typeof(Light)) as Light[]; for (int i = 0; i < lightList.Length; i++) { if (lightList[i].type == LightType.Directional && lightList[i].gameObject.activeInHierarchy) { SunlightObj = lightList[i]; break; } } } //store original sun/directional light color if (SunlightObj) { origSunightColor = SunlightObj.color; } rippleEffect.emit = false; if (waterPlane) { waterPlane.gameObject.SetActive(false); underwaterYpos = waterPlane.transform.position.y; } if (useCausticsLight && causticsLight) { causticsLight.gameObject.SetActive(false); } if (waterPlaneTop) { waterPlaneTop.gameObject.SetActive(true); } swimTimeState = false; rippleEffect.emit = false; particlesEffect.emit = false; FPSWalkerComponent.inWater = false; FPSWalkerComponent.swimming = false; FPSWalkerComponent.belowWater = false; FPSWalkerComponent.canWaterJump = true; FPSWalkerComponent.holdingBreath = false; if (frames.Length > 0) { InvokeRepeating("NextFrame", 0f, 1.0f / fps); } }
void Start() { hud = FindObjectOfType <HUD> (); footSteps = FindObjectOfType <Footsteps> (); Spawn = GameObject.FindWithTag("Spawn"); }