private void Start() { activeWeaponIndex = -1; m_WeaponSwitchState = WeaponSwitchState.Down; m_InputHandler = GetComponent <PlayerInputHandler> (); DebugUtility.HandleErrorIfNullGetComponent <PlayerInputHandler, PlayerWeaponsManager> (m_InputHandler, this, gameObject); m_PlayerCharacterController = GetComponent <PlayerCharacterController> (); DebugUtility.HandleErrorIfNullGetComponent <PlayerCharacterController, PlayerWeaponsManager> (m_PlayerCharacterController, this, gameObject); m_PlayerWalkController = GetComponent <PlayerWalkController> (); DebugUtility.HandleErrorIfNullGetComponent <PlayerWalkController, PlayerWeaponsManager> (m_PlayerWalkController, this, gameObject); SetFOV(defaultFOV); onSwitchedToWeapon += OnWeaponSwitched; // Add starting weapons foreach (var weapon in startingWeapons) { AddWeapon(weapon); } SwitchWeapon(true); }
void Start() { // fetch components on the same gameObject m_Controller = GetComponent <CharacterController> (); DebugUtility.HandleErrorIfNullGetComponent <CharacterController, PlayerCharacterController> (m_Controller, this, gameObject); m_ClimbController = GetComponent <PlayerClimbController> (); DebugUtility.HandleErrorIfNullGetComponent <PlayerClimbController, PlayerCharacterController> (m_ClimbController, this, gameObject); m_WalkController = GetComponent <PlayerWalkController> (); DebugUtility.HandleErrorIfNullGetComponent <PlayerWalkController, PlayerCharacterController> (m_WalkController, this, gameObject); m_InputHandler = GetComponent <PlayerInputHandler> (); DebugUtility.HandleErrorIfNullGetComponent <PlayerInputHandler, PlayerCharacterController> (m_InputHandler, this, gameObject); m_WeaponsManager = GetComponent <PlayerWeaponsManager> (); DebugUtility.HandleErrorIfNullGetComponent <PlayerWeaponsManager, PlayerCharacterController> (m_WeaponsManager, this, gameObject); m_Health = GetComponent <Health> (); DebugUtility.HandleErrorIfNullGetComponent <Health, PlayerCharacterController> (m_Health, this, gameObject); m_Actor = GetComponent <Actor> (); DebugUtility.HandleErrorIfNullGetComponent <Actor, PlayerCharacterController> (m_Actor, this, gameObject); mainCamera = Camera.main; interactionText = GameObject.Find("InteractionCanvas/InteractionText").GetComponent <Text> (); m_Health.onDie += OnDie; // force the crouch state to false when starting SetCrouchingState(false, true); }
void Start() { m_Controller = GetComponent <CharacterController> (); m_PlayerController = GetComponent <PlayerCharacterController> (); m_WalkController = GetComponent <PlayerWalkController> (); useCounter = GameObject.Find("TeleportCounter").GetComponent <TextMeshProUGUI> (); useCounter.SetText("»» " + teleportUses.ToString()); }
private void Start() { character = FindObjectOfType <PlayerCharacterController> (); DebugUtility.HandleErrorIfNullFindObject <PlayerCharacterController, StanceHUD> (character, this); walkController = FindObjectOfType <PlayerWalkController> (); character.onStanceChanged += OnStanceChanged; OnStanceChanged(); }