public override void Init() { movementController = GetComponent <PlayerMovementController>(); actionController = GetComponent <PlayerActionController>(); rotationController = GetComponent <PlayerRotationController>(); animationController = GetComponent <PlayerAnimationController>(); inventoryController = GetComponent <PlayerInventoryController>(); weaponController = GetComponent <PlayerWeaponController>(); healthController = GetComponent <HealthController>(); reloadController = GetComponent <PlayerReloadController>(); interactionController = GetComponent <InteractionSearcherController>(); executionController = GetComponent <PlayerExecutionController>(); limbsController = GetComponentInChildren <LimbsController>(); hitboxController = GetComponentInChildren <HitboxController>(); abilityController = GetComponent <AbilityController>(); tickPlayer.value = true; movementController.Init(); actionController.Init(); rotationController.Init(); animationController.Init(); weaponController.Init(); inventoryController.Init(); healthController.Init(); reloadController.Init(); interactionController.Init(); executionController.Init(); limbsController.Init(); hitboxController.Init(); abilityController.Init(); }
public override void Init() { weaponController = GetComponent <PlayerWeaponController>(); playerHealthController = GetComponent <HealthControllerPlayer>(); reloadController = GetComponent <PlayerReloadController>(); playerMeleeWeaponLayerMask = Resources.Load("LayerMasks/LayerMask_Player Melee Weapon") as ScriptableLayerMask; throwWeaponInputAction = Resources.Load("Input Actions/Input Action Throw Weapon") as ScriptableInputBoolAction; toggleWeaponInputAction = Resources.Load("Input Actions/Input Action Toggle Weapon") as ScriptableInputBoolAction; isPlayerReloading = Resources.Load("Player/PlayerIsReloading") as ScriptableBool; searcherController = GetComponent <InteractionSearcherController>(); worldInteractionParentGroup = FindObjectOfType <WorldInteractionsManager>().transform; playerRightHand = GetComponentInChildren <RightHandIdentifier>().transform; inventoryAmmo.rifleAmmo = playerInventoryData.inventoryAmmo.rifleAmmo; inventoryAmmo.pistolAmmo = playerInventoryData.inventoryAmmo.pistolAmmo; inventoryAmmo.shotgunShells = playerInventoryData.inventoryAmmo.shotgunShells; inventoryAmmo.arrows = playerInventoryData.inventoryAmmo.arrows; fistsWeaponRuntime.FreshSpawnWeapon(); fistsWeaponRuntime.PickupWeaponPlayer(); fistsWeaponRuntime.DisableAttackColliders(); SpawnInventoryWeapons(playerInventoryData.inventoryWeapons); }
public override void Init() { playerReloadController = FindObjectOfType <PlayerReloadController>(); aimCursorManager = FindObjectOfType <AimCursorManager>(); progressBar.fillAmount = 0; currentProgress = 0f; parentProgressBar.SetActive(false); }