예제 #1
0
 void Start()
 {
     motor = GetComponent <Player_Motor>();
     joint = GetComponent <ConfigurableJoint>();
     SetJointSettings(jointSpring);
     thrusterFuelAmount = thrusterFuelTotal;
 }
예제 #2
0
 void Start()
 {
     pm     = GetComponent <Player_Motor>();
     state  = 0;
     joint  = GetComponent <ConfigurableJoint>();
     rg     = GetComponent <RainbowGravity>();
     source = GetComponents <AudioSource>()[1];
 }
 void OnTriggerEnter(Collider other)
 {
     if (other.gameObject.tag == "Player")
     {
         motor = other.gameObject.GetComponent("Player_Motor") as Player_Motor;
         motor.Deadzone();
         Debug.Log("Dead Zone!");
     }
 }
    void Start()
    {
        instance = this;

        charactercontroller = GetComponent("CharacterController") as CharacterController;
        facing_hor          = Vector3.zero;
        facing_ver          = Vector3.zero;
        lock_facing         = false;
        storedRotation      = Vector3.zero;
        getHit = false;
    }
예제 #5
0
 // Use this for initialization
 void Start()
 {
     rb        = GetComponent <Rigidbody>();
     a         = GetComponent <bounce>();
     dir       = new Vector3(-0.9939408f, -0.0007806213f, -0.1099157f);
     bc        = GetComponent <BoxCollider>();
     b         = GetComponent <Player_Motor>();
     OldSize   = bc.size;
     rs        = GetComponent <RainBowSpeed>();
     cam       = GetComponentInChildren <Camera>();
     source    = GetComponents <AudioSource>()[1];
     BGMSource = GetComponents <AudioSource>()[0];
 }
예제 #6
0
    //Fer que si no te mesh, son els punys
    //Fer que puguis cambiar de armes

    private void Awake()
    {
        instance = this;
        motor    = gameObject.GetComponent <Player_Motor>();
        //Test.Weapon_Name = string.Empty;
        //Test.WeaponModel = null;
        //Test.Damage = 0;
        //Test.Range = 0;
        //Test.MaxAmmo = 0;
        //Test.Icon = null;
        //Test.CurrentAmmo = 0;
        //Test.WeaponType = Type.Melee;
        //Test.ReloadAmmo = 0;


        //InInventoryWeapons.Add(InitialWeapon.stats);
        HoldersWeapon[0].SlotWeapon = AddInfo(InitialWeapon.stats, HoldersWeapon[0].SlotWeapon);
        HUDSprite.sprite            = HoldersWeapon[0].SlotWeapon.Icon;
        UpdateAmmotxt();
        //EquipedWeapon = HoldersWeapon[0].SlotWeapon;
    }
예제 #7
0
 void Start()
 {
     motor = GetComponent <Player_Motor>();
 }
예제 #8
0
    Camera cam;                         // Reference to our camera

    // Get references
    void Start()
    {
        motor = GetComponent <Player_Motor>();
        cam   = Camera.main;
    }
예제 #9
0
	void Awake ()
    {
        Instance = this;
	}
예제 #10
0
 void Start()
 {
     Instance = this;
     motor    = GetComponent("Player_Motor") as Player_Motor;
 }
예제 #11
0
 private void Awake()
 {
     AuxBas   = Base;
     instance = this;
 }
예제 #12
0
 // Start is called before the first frame update
 void Start()
 {
     pm = player.GetComponent <Player_Motor>();
 }
예제 #13
0
    private float VerticalVelocity = 0f;     //{ get; set; }

    void Awake()
    {
        Instance = this;
    }