public IEnumerator StartTemporaryCamera(PlayerCamera cam) { // target exists if (temporaryCameraTarget != null) { // temporarily disable hud cam.hud.Hide(); cam.counter.Hide(); // temporarily disable player input cam.player.inputEnabled = false; // temporarily disable ai Enemy[] enemies = GameObject.Find("Enemies").GetComponentsInChildren <Enemy> (); foreach (Enemy enemy in enemies) { enemy.aiEnabled = false; } yield return(new WaitForSeconds(delayIn + hudFadeDelay)); // set temporary camera target cam.temporaryTarget = temporaryCameraTarget; // set current temporary camera currentTemporaryCamera = cam; StartCoroutine(EndTemporaryCamera()); } }
public void Initialize() { this.SubscribeAsSingleton(); PlayerCamera = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <CameraController> (); CinemachineBrain = PlayerCamera.GetComponentInChildren <CinemachineBrain> (); SetCurrentCamera(PlayerCamera); }
/** * set the player back to the last checkpoint * if the camera have the player as target, set the camera */ private void setToCheckpoint() { // move player to the last check point this.transform.position = m_lastCheckPoint; PlayerCamera camera = m_playerCamera.GetComponent <PlayerCamera>(); // player is the target object in the camera script? if (camera != null && camera.m_object.Equals(transform)) { // set the camera to a new position camera.setTheCamera(); } // remove impediments if available setImpedimentJumping(false); setImpedimentSlip(Vector2.zero); setImpedimentVelocity(1f); // haven't a check point action? if (m_checkPointAction == null) { return; } // process the checkpoint action m_checkPointAction(); }
private void Awake() { rig = GetComponent <Rigidbody>(); playerCamera = GetComponent <PlayerCamera>(); playerController = GetComponent <CharacterController>(); anim = GetComponent <Animator>(); }
void Start() { Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; player = GameObject.FindGameObjectWithTag("Player"); playerCamera = GameObject.FindGameObjectWithTag("MainCamera").GetComponent<PlayerCamera>(); }
private void Start() { animator = GetComponent <Animator>(); scopeOverlay.SetActive(false); playerCamera = mainCamera.GetComponent <PlayerCamera>(); defaultFOV = playerCamera.cameraFOV; }
public bool CheckIfUserCameraInput() { bool keyboardMove = false; bool mouseMove = false; bool zoomMove = false; bool canMove = false; if (PlayerCamera.AreCameraKeyboardButtonsPressed()) { keyboardMove = true; } if (PlayerCamera.IsMousePositionWithinBounaries()) { mouseMove = true; } if (PlayerCamera.IsMouseScrollerScrolled()) { zoomMove = true; } if (keyboardMove || mouseMove || zoomMove) { canMove = true; } return(canMove); }
void Awake() { GX.GameManager.PLAYER = gameObject; motor = GetComponent <Motor>(); playerCamera = Camera.main.GetComponent <PlayerCamera>(); playerCamera.SetCamTarget(camTargetTransform); }
public override void Draw(PlayerCamera camera) { player.PlayerHUD.DrawTray(camera); player.PlayerHUD.DrawShipHUD(camera); if (player.ObjectivesDrawActive) { if (player.CurrentTeam == Ship.Team.Esxolus) { if (((GameScene)Space394Game.GameInstance.CurrentScene).getTopEsxolusEvent() != null) { ((GameScene)Space394Game.GameInstance.CurrentScene).getTopEsxolusEvent().Draw((PlayerCamera)camera); } else { } } else if (player.CurrentTeam == Ship.Team.Halk) { if (((GameScene)Space394Game.GameInstance.CurrentScene).getTopHalkEvent() != null) { ((GameScene)Space394Game.GameInstance.CurrentScene).getTopHalkEvent().Draw((PlayerCamera)camera); } } else { } } else { } }
/// <summary> /// MonoBehaviour method called on GameObject by Unity during initialization phase. /// </summary> public void Start() { GameObject cameraController = GameObject.Find("Camera Controller"); Camera playercam = GameObject.Find("Camera Controller").GetComponent <Camera>(); PlayerCamera playerCamScript = GameObject.Find("Camera Controller").GetComponent <PlayerCamera>(); AudioListener playerAudio = GameObject.Find("Camera Controller").GetComponent <AudioListener>(); if (photonView.IsMine) { gameObject.GetComponent <CharacterController>().enabled = true; gameObject.GetComponent <PlayerMovement>().enabled = true; playerCamScript.enabled = true; playerAudio.enabled = true; playercam.enabled = true; GameObject.Find("SelectionManager").GetComponent <SelectionManager>().enabled = true; } // Create the UI if (this.playerUiPrefab != null) { GameObject _uiGo = Instantiate(this.playerUiPrefab); _uiGo.SendMessage("SetTarget", this, SendMessageOptions.RequireReceiver); } #if UNITY_5_4_OR_NEWER // Unity 5.4 has a new scene management. register a method to call CalledOnLevelWasLoaded. UnityEngine.SceneManagement.SceneManager.sceneLoaded += OnSceneLoaded; #endif }
private void Start() { if (!playerCamera) { playerCamera = GameObject.FindObjectOfType <PlayerCamera>(); } }
private void OnCollisionEnter2D(Collision2D collision) { if (collision.transform.tag == "Food" && !IsStunned) // if the player collides with a food object { // Check if there's room in the player inventory if (currentLoad < invSize) { PlayerCamera pcScript = PlayerUI.GetComponent <PlayerCamera>(); pcScript.AddFood(collision.gameObject); currentLoad++; } } else if (collision.transform.tag == "Guard") // if the player collides with a guard { //IsStunned = true; // Launch food in a directions PlayerCamera pcScript = PlayerUI.GetComponent <PlayerCamera>(); for (int i = currentLoad; i > 0; i--) { // generate a random vector and speed to launch the food Vector2 randDir = new Vector2(); randDir.x = Random.Range(-2.0f, 2f); randDir.y = Random.Range(-2.0f, 2f); float rSpeed = Random.Range(8f, 16f); LaunchFood(pcScript.RemoveFood(), randDir, rSpeed); currentLoad--; } // Stun the player momentarily } }
public override IEnumerator PlayAnimation(GameObject boss, BossRoom room) { PlayerCamera camera = PlayerCamera.Instance; camera.enabled = false; DungeonCreator.Instance.AdjustMask(new Vector2(room.Border.xMin, room.Border.yMin), room.Border.size); yield return(EnumeratorUtil.GoToInSecondsSlerp(camera.transform, room.Middle, 2.0f)); BossUIManager.Instance.Show(boss.GetComponent <Entity>(), 2.0f); yield return(new WaitForSeconds(2.0f)); if (Player.LocalPlayer.isServer) { List <Player> activePlayers = PlayersDict.Instance.Players; for (int i = 0; i < activePlayers.Count; i++) { activePlayers[i].SmoothSync.teleportAnyObjectFromServer(room.PlayersStartPos, Quaternion.identity, new Vector3(1, 1, 1)); } } yield return(EnumeratorUtil.GoToInSecondsSlerp(camera.transform, Player.LocalPlayer.transform.position, 2.0f)); camera.enabled = true; }
private void Start() { if (Instance == null) Instance = this; wantedHeight = transform.position.y; StartCoroutine(Wait(1)); }
private void SetupCamera() { PlayerCamera playerCamera = FindObjectOfType <PlayerCamera>(); playerCamera.target = playersManager.controlledClientPlayer.gameObject; playerCamera.transform.position = Vector3.zero; }
private void OnEnable() { sourceRef = serializedObject; source = (PlayerCamera)target; GetProperties(); }
public override void Draw(PlayerCamera camera) { player.PlayerHUD.DrawTray(camera); if (player.ObjectivesDrawActive) { if (player.CurrentTeam == Ship.Team.Esxolus) { if (((GameScene)Space394Game.GameInstance.CurrentScene).getTopEsxolusEvent() != null) { ((GameScene)Space394Game.GameInstance.CurrentScene).getTopEsxolusEvent().Draw((PlayerCamera)camera); } else { } } else if (player.CurrentTeam == Ship.Team.Halk) { if (((GameScene)Space394Game.GameInstance.CurrentScene).getTopHalkEvent() != null) { ((GameScene)Space394Game.GameInstance.CurrentScene).getTopHalkEvent().Draw((PlayerCamera)camera); } } else { } } else { } SpriteBatch spriteBatch = Space394Game.GameInstance.SpriteBatch; spriteBatch.Begin(); victoryTexture.DrawAlreadyBegunMaintainRatio(camera); spriteBatch.End(); }
public void Throw(Vector3 direction, PlayerCamera camera, PlayerCamera otherCamera, float delay) { if (direction != new Vector3(0.0f, 1.0f, 0.0f) && direction != new Vector3(0.0f, -1.0f, 0.0f)) throw new System.Exception(); if (delay > 0.0f) { delayedDirection = direction; delayedCamera = camera; delayedOtherCamera = otherCamera; throwDelayCountdown = delay; } else { DisableActor(); floatDirection = direction * blockThrowSpeed; if(camera != null) originCamera = camera.camera; if(otherCamera != null) destinationCamera = otherCamera.camera; if (throwAnimation.Length != 0) PlayAnimation(throwAnimation); collider.isTrigger = true; passedThroughSomething = false; } }
void Start() { inst = this; SetCameraMode(CameraMode.Normal, null); startingPosition = transform.localPosition; startingRot = transform.localRotation; }
// Start is called before the first frame update void Start() { body = gameObject.GetComponent <Rigidbody2D>(); // set target of main camera's follow script if (isLocalPlayer) { PlayerCamera playerCamera = Camera.main.gameObject.GetComponent <PlayerCamera>(); playerCamera.player = this.gameObject; shipHealthBar = GameObject.FindGameObjectWithTag("ShipHealthBar").GetComponent <Slider>(); shieldHealthBar = GameObject.FindGameObjectWithTag("ShieldHealthBar").GetComponent <Slider>(); playerHealth = playerHealthMax; shieldHealth = shieldHealthMax; shipHealthBar.value = playerHealth; shieldHealthBar.value = shieldHealth; } // create shield object that will follow player around var shield = Instantiate(shieldPrefab, gameObject.transform.position, Quaternion.identity, this.transform); playerShield = shield.GetComponent <Shield>(); // this needs to be fixed because only the server can assign client authority, maybe put into a command? playerShield.GetComponent <NetworkIdentity>().AssignClientAuthority(this.GetComponent <NetworkIdentity>().connectionToClient); shieldActive = true; }
void SetupPlayerConnections() { playerRb = player.GetComponent <Rigidbody>(); playerTransform = player.transform; playerCollider = player.GetComponent <Collider>(); motor = player.GetComponent <PlayerMovement>(); attackSystem = player.GetComponent <PlayerAttack>(); playerHead = GameObject.FindGameObjectWithTag("PlayerHead"); playerAnimator = player.GetComponent <Animator>(); if (weaponSlot == null) { weaponSlot = GameObject.Find("Weapon_Slot").transform.GetChild(0).gameObject; } Transform pickupCamTransform = player.transform.Find("PickupCamera"); if (pickupCamTransform != null) { TotallyNotZeldaPickupCam = player.transform.Find("PickupCamera").GetComponent <Camera>(); } if (Camera.main != null) { PlayerCam = Camera.main.gameObject; cameraScript = PlayerCam.GetComponent <PlayerCamera>(); } }
private void Start() { if (!playerCamera) { playerCamera = Camera.main.GetComponent <PlayerCamera>(); } }
private void Awake() { _playerController = FindObjectOfType <PlayerController>(); _playerCamera = FindObjectOfType <PlayerCamera>(); _jsonDataManager = FindObjectOfType <JsonDataManager>(); _gameManager = FindObjectOfType <GameManager>(); }
// Use this for initialization void Awake () { instance = this; thisCamera = GetComponent<Camera>(); player = FindObjectOfType<PlayerControler>(); offset = transform.forward * -10; transform.position = offset + player.transform.position; }
public IEnumerator EndTemporaryCamera() { yield return(new WaitForSeconds(temporaryCameraDuration)); // remove temporary camera target currentTemporaryCamera.temporaryTarget = null; yield return(new WaitForSeconds(delayOut)); // re-enable player input currentTemporaryCamera.player.inputEnabled = true; // re-enable ai Enemy[] enemies = GameObject.Find("Enemies").GetComponentsInChildren <Enemy>(); foreach (Enemy enemy in enemies) { enemy.aiEnabled = true; } // re-enable hud currentTemporaryCamera.hud.Show(); currentTemporaryCamera.counter.Show(); // clear current temporary camera currentTemporaryCamera = null; }
//重生 void Respawn() { //判断人物是否死亡 if (transform.position.y > -20) { return; } //减少生命值,若无生命则无法复活 if (heart > 0) { heart--; } else { //死亡(未完成) return; } //确定相机移动的起始点和终止点 Vector3 respawnPosition = respawnPlatform.transform.position + new Vector3(0, 2, 0); Vector3 startPos = PlayerCamera.instance.transform.position; Vector3 endPos = respawnPosition + PlayerCamera.instance.transform.localPosition; //重置人物位置坐标及速度 transform.position = respawnPosition; verticalVelocity = 0; //开始相机移动 PlayerCamera.Move(startPos, endPos, false); }
public CameraState( CameraStateMachine stateMachine ) { this.stateMachine = stateMachine; controller = (GameObject.FindObjectOfType( typeof( PlayerController ) ) as PlayerController); camera = (GameObject.FindObjectOfType( typeof( PlayerCamera ) ) as PlayerCamera); Actions = (GameObject.FindObjectOfType( typeof( PlayerCharacter ) ) as PlayerCharacter).Input.Actions; }
public override void Draw(PlayerCamera camera) { player.PlayerHUD.DrawTray(camera); player.PlayerHUD.DrawShipHUD(camera); LogCat.updateValue("Alpha", ""+alpha); returningGraphic.Color = new Color(1.0f, 1.0f, 1.0f, alpha); returningGraphic.Draw(camera); if (player.ObjectivesDrawActive) { if (player.CurrentTeam == Ship.Team.Esxolus) { if (((GameScene)Space394Game.GameInstance.CurrentScene).getTopEsxolusEvent() != null) { ((GameScene)Space394Game.GameInstance.CurrentScene).getTopEsxolusEvent().Draw((PlayerCamera)camera); } else { } } else if (player.CurrentTeam == Ship.Team.Halk) { if (((GameScene)Space394Game.GameInstance.CurrentScene).getTopHalkEvent() != null) { ((GameScene)Space394Game.GameInstance.CurrentScene).getTopHalkEvent().Draw((PlayerCamera)camera); } } else { } } else { } }
public void Awake() { Instance = this; offset = OriginOffset; OverL = OverL_Obj.transform.position; OverR = OverR_Obj.transform.position; }
private static void Postfix(PlayerCamera __instance) { if (!_isPatched) { _isPatched = true; var playerCameraTraverse = Traverse.Create(__instance); var minZoomTraverse = playerCameraTraverse.Field("_configuration").Field("MinZoom"); _minZoom = minZoomTraverse.GetValue <float>(); Observable.EveryUpdate() .Where(_ => Input.GetKeyDown(ZoomInKey)) .Subscribe(x => { Debug.Log($"previous zoom: ${minZoomTraverse.GetValue<float>()}, mod zoom: {_minZoom}"); _minZoom -= 100; minZoomTraverse.SetValue(_minZoom); }); Observable.EveryUpdate() .Where(_ => Input.GetKeyDown(ZoomOutKey)) .Subscribe(x => { Debug.Log($"previous zoom: ${minZoomTraverse.GetValue<float>()}, mod zoom: {_minZoom}"); _minZoom += 100; minZoomTraverse.SetValue(_minZoom); }); } }
public virtual void PlayGroundLandEffects() { float time = GameTime.time; if (time < nextGroundHitEffect) { return; } nextGroundHitEffect = time + 0.333f; if (footLandHardSound.Length > 0) { GetComponent <AudioSource>().PlayOneShot(UtilRandom.RandomFromArray(footLandHardSound) as AudioClip); } if (landGroundHardParticles) { landGroundHardParticles.Play(); } // Send the camera info about the footstep for rolling effect. PlayerCamera pc = Camera.main.GetComponent <PlayerCamera>(); if (pc) { pc.HitGround(); } }
private void Awake() { _Cam = Camera.main.GetComponent <PlayerCamera>(); _ChangeSize = _NewCameraPosition.GetComponent <Camera>().orthographicSize; _NewCameraPosition.gameObject.SetActive(false); _AS = GetComponent <AudioSource>(); }
// TODO: wacky shit ahead / unsure how the player will enter the level in a real game public void SpawnPlayerInitial() { // * // * Inventory // * inventory = GetComponent <PlayerInventory>(); List <Item> toEquip = inventory.Init(); // items need to be initialized before they are equipped // * // * Create the ship and equip it // * ship = inventory.EquipShip(spawnPoint.position, spawnPoint.rotation).GetComponent <PlayerFighter>(); for (int i = 0; i < toEquip.Count; i++) { Item itemToEquip = toEquip[i]; inventory.EquipItem(itemToEquip); } // * // * Camera // * // playerCamera = GameObject.Instantiate(playerCameraPrefab, ship.transform.position, ship.transform.rotation, null); UIController.instance.GetComponent <Canvas>().worldCamera = camera.GetComponentInChildren <Camera>(); UIController.instance.GetComponent <Canvas>().planeDistance = 1; UIController.instance.playerUI.SetPlayer(this); cameraController.MainCamera = camera.GetComponentInChildren <Camera>(); cameraController.CameraTransform = camera.transform; camera = camera.GetComponent <PlayerCamera>(); camera.target = ship.transform; // Camera needs to be reset to new player fighter }
private void OnTriggerExit2D(Collider2D collision) { if (collision.tag == "Player") { PlayerCamera.removeZone(zone); } }
private void Move() { if (input == Vector2.zero) { currentSpeed = 0; return; } // Tune coefficients to control ramp up speed currentSpeed = ((1 * currentSpeed) + (chargingSlash ? walkSpeed : runSpeed)) / 2; //currentSpeed = Mathf.Clamp (currentSpeed + .3f, 0f, (chargingSlash ? walkSpeed : runSpeed)); Vector3 newPosition = transform.position + (Vector3)input * currentSpeed * Time.deltaTime; // Smoothly rotate to face direction // TODO(samkern): Need to tune movement. if (Input.GetAxisRaw("Horizontal") != 0 || Input.GetAxisRaw("Vertical") != 0) { Rotate((Vector3)input, false); } else { transform.localScale = originalScale; } transform.position = MoveRaycast(PlayerCamera.WrapWithinCameraBounds(newPosition)); }
//When the player enters this trigger, add this CameraZone to the PlayerCamera's list of zones. private void OnTriggerEnter2D(Collider2D collision) { if (collision.tag == "Player") { PlayerCamera.addZone(zone); } }
private void Awake() { playerController = playerController ?? GetComponentInChildren <PlayerController>(); playerCamera = playerCamera ?? GetComponentInChildren <PlayerCamera>(); trajectoryPredictor.raycastMask = ~pickupLayermask; }
void Awake() { gameMode = FindObjectOfType <GameMode>(); playerCamera = FindObjectOfType <PlayerCamera>(); hud = FindObjectOfType <PlayerHUD>(); character = FindObjectOfType <PlayerCharacter>(); }
void Start() { playerCamera = GameObject.FindGameObjectWithTag(Tags.camera).GetComponent<PlayerCamera>(); playerCollider = GetComponent<Collider>(); playerParticleSystem = GetComponent<ParticleSystem>(); //playerMesh = GetComponent<MeshRenderer>(); //disabled because player is now a particle system playerMovement = GetComponent<PlayerMovement>(); }
void Awake() { playerHUD = gameObject.GetComponent<PlayerHUD>(); thisPlayerInfo = gameObject.GetComponent<BasePlayerInfo>(); playerFaint = gameObject.GetComponent<PlayerFaint>(); playerCamera = gameObject.GetComponent<PlayerCamera>(); UpdateHealthText (); }
// Use this for initialization void Start() { PMovement = GetComponent<PlayerMovement>(); PCamera = GetComponent<PlayerCamera>(); PInput = GetComponent<PlayerInput>(); PWeapon = GetComponent<PlayerWeapon>(); PData = GetComponent<PlayerData>(); }
void Start() { curAmmo = maxAmmo; gunAni = GetComponent<NetworkAnimator>(); playCam = this.GetComponent<PlayerCamera>(); if (gunAni == null) Debug.LogError ("Setup: Failed to find NetworkAnimator"); curTeam = this.gameObject.GetComponent<PlayerController>().team; }
void Start() { Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; player = GameObject.FindGameObjectWithTag(Tags.player); playerCamera = GameObject.FindGameObjectWithTag(Tags.camera).GetComponent<PlayerCamera>(); playerMovement = player.GetComponent<PlayerMovement>(); playerInteraction = player.GetComponent<Interaction>(); }
// Use this for initialization void Start() { _myTransform = this.GetComponent<Transform>(); _pc = this.GetComponent<PlayerCharacter>(); _camera = this.GetComponent<PlayerCamera>(); _animator = _pc.Animator; _controller = _pc.Controller; }
void Update() { // Find the players camera: need to do this in update because the camera may not be spawned for a frame or two if(masterCamera == null) { masterCamera = FindObjectOfType<PlayerCamera>(); } if(masterCamera == null) { return; } /** * Update all background segments: move them to some fraction of the camera position for parallax. * When one segment reaches the end of the camera frustum, cycle it around for infini scrolling */ float xOrigin = masterCamera.transform.position.x / parallaxFactor + leftEdgeIdx * segmentWidth; backgroundSegments[leftEdgeIdx].transform.position = new Vector3(xOrigin, yPosition, 0.0f); int idx = leftEdgeIdx + 1; for(int counter = 0; counter < backgroundSegments.Length; counter++) { if(idx >= backgroundSegments.Length) { idx = 0; } if(idx == leftEdgeIdx) { continue; } float xOffset = (counter + 1) * segmentWidth; backgroundSegments[idx].transform.position = new Vector3(xOrigin + xOffset, yPosition, 0.0f); idx += 1; } // Calculate if the right edge is showing Vector3 rightViewEdge = masterCamera.GetComponent<Camera>().ViewportToWorldPoint(VIEWPORT_RIGHT_EDGE); if(backgroundSegments[rightEdgeIdx].transform.position.x + segmentWidth / 2.0f <= rightViewEdge.x) { // Need to flip left edge to become rightmost, and move the left edge up one, wrapping back to 0 since that one could have been flipped around rightEdgeIdx = leftEdgeIdx; leftEdgeIdx = leftEdgeIdx + 1; if(leftEdgeIdx >= backgroundSegments.Length) { leftEdgeIdx = 0; } } // and the left edge Vector3 leftViewEdge = masterCamera.GetComponent<Camera>().ViewportToWorldPoint(VIEWPORT_LEFT_EDGE); if(backgroundSegments[leftEdgeIdx].transform.position.x - segmentWidth / 2.0f >= leftViewEdge.x) { leftEdgeIdx = rightEdgeIdx; rightEdgeIdx = rightEdgeIdx - 1; if(rightEdgeIdx < 0) { rightEdgeIdx = backgroundSegments.Length - 1; } } }
//private Player void Awake() { this.cameraOne = GetComponentInChildren<PlayerOneCamera>(); this.cameraTwo = GetComponentInChildren<PlayerTwoCamera>(); this.playerOne = GameObject.Find("Player1"); this.playerTwo = GameObject.Find("Player2"); this.transitionCard = GameObject.Find("TransitionCard").gameObject.GetComponent<tk2dSprite>(); }
void Start() { playerAudio = GetComponent<PlayerAudioController>(); if (isLocalPlayer) { playerCam = this.GetComponent<PlayerCamera>(); HUD = GameObject.Find("HUD man").GetComponent<PlayerHUD>(); HUD.Spawn(gameObject); } }
// Use this for initialization protected override void CustomStart() { animator = GetComponent<Animator>(); playerCamera = PlayerCamera.Get(); player = this; cannon = new NormalCannon(this); blade = new NormalBlade(this); StartActions(); }
void Awake() { // player = transform.root.GetComponent<Player>(); playerCamera = transform.FindChild ("Main Camera").GetComponent<PlayerCamera> (); playCam = transform.FindChild ("Main Camera").GetComponent<Camera> (); miniCam = transform.FindChild ("Minimap Camera").GetComponent<Camera> (); // Initialize resources resources = InitResourceList(); }
/// <summary> /// Start /// </summary> private void Start() { //hud = GameObjectTools.GetComponentInChildren<menu_in_game_hud>(FindObjectOfType<menu_in_game>().gameObject); //hud = FindObjectOfType<menu_in_game>().gameObject.GetComponentInChildrenB<menu_in_game_hud>(); //hud = GetComponentsInChildren<menu_in_game_hud>(true)[0]; //menu_in_game m = FindObjectOfType<menu_in_game>(); //hud = m.GetComponentsInChildren<menu_in_game_hud>(true)[0]; pm = GetComponent<PlayerMotor>(); cam = GetComponent<PlayerCamera>(); cl = GetComponent<PlayerClimbing>(); atk = GetComponent<PlayerAttack>(); }
// Use this for initialization void Start() { if( Instance == null ){ Instance = this; }else if( Instance != null ){ Destroy(this); } input = PlayerTarget.GetComponent<PlayerInputController>(); machine = PlayerTarget.GetComponent<PlayerMachine>(); controller = PlayerTarget.GetComponent<SuperCharacterController>(); target = PlayerTarget.transform; onSpin = false; continueRotation = 1.0f; }
// Use this for initialization void Start() { //Check what team the player is on if (gameWorldControl.teamOne) { //Get the first team spawn point GameObject spawnPointTeamOne = GameObject.FindWithTag("SpawnPointTeamOne"); //Pull out the transform Transform spawnPointTeamOneTransform = spawnPointTeamOne.transform; //Set the spawn point spawnPoint = spawnPointTeamOneTransform; //Set the tag to assign on instantiate playerTag = "TeamOne"; } else if (gameWorldControl.teamTwo) { //Get the second team spawn point GameObject spawnPointTeamTwo = GameObject.FindWithTag("SpawnPointTeamTwo"); //Pull out the transform Transform spawnPointTeamTwoTransform = spawnPointTeamTwo.transform; //Set the spawn point spawnPoint = spawnPointTeamTwoTransform; //Set the tag to assign on instantiate playerTag = "TeamTwo"; } else if (gameWorldControl.teamThree) { //Get the third team spawn point GameObject spawnPointTeamThree = GameObject.FindWithTag("SpawnPointTeamThree"); //Pull out the transform Transform spawnPointTeamThreeTransform = spawnPointTeamThree.transform; //Set the spawn point spawnPoint = spawnPointTeamThreeTransform; //Set the tag to assign on instantiate playerTag = "TeamThree"; } //Get the Main Camera mainCamera = GameObject.FindWithTag("MainCamera"); playerCameraScript = mainCamera.GetComponent<PlayerCamera>(); //Get the UI Elements //Not enough Sol object notEnoughSolObject = GameObject.FindWithTag("NotEnoughSolLabel"); //Hide the not enough Sol warning NGUITools.SetActive(notEnoughSolObject, false); }
public CameraCreatorHandler() { var pcam = new PlayerCamera("PlayerCamera"); pcam.Register(); pcam.MakeActiveCamera(); var fcam = new FreeCamera("FreeCamera"); fcam.Register(); var kcam = new KnightyCamera("KnightyCamera"); kcam.Register(); var ccam = new ChaseCamera("ChaseCamera"); ccam.Register(); var acam = new AttachCamera("AttachCamera"); acam.Register(); var sfcam = new SmoothFreeCamera("SmoothFreeCamera"); sfcam.Register(); }
void Start() { playerCam = PlayerCamera.instance; exploded = false; timer = 0.0f; thisTransform = transform; }
/// <summary> /// Initialize player movement. /// </summary> void Awake() { //Time.timeScale = 0.33f; t = transform; a = GetComponent<Animator>(); cl = GetComponent<PlayerClimbing>(); cam = GetComponent<PlayerCamera>(); atk = GetComponent<PlayerAttack>(); j = GetComponent<PlayerJumping>(); move_direction = transform.forward; }
/// <summary> /// Initialize attack component. /// </summary> void Awake() { t = transform; pm = GetComponent<PlayerMotor>(); cam = GetComponent<PlayerCamera>(); a = GetComponent<Animator>(); }
public override void Draw(PlayerCamera camera) { player.PlayerHUD.DrawTray(camera); controls.DrawMaintainRatio(camera); }
private void Awake() { current = this; distance = targetDistance; mode = CameraMode.Chase; }
void Awake() { size = defaultSize = Camera.main.orthographicSize; Instance = this; }
private void loadComponents() { if( camera == null ) camera = GameObject.FindObjectOfType<PlayerCamera>() as PlayerCamera; }