// Use this for initialization void Start() { if (this.isLocalPlayer) { ThirdPersonCamera camera = FindObjectOfType <ThirdPersonCamera>(); // Setting bunny offset target if BunnyController exists BunnyController bunnyContr = GetComponent <BunnyController>(); if (camera != null) { if (!bunnyContr) { camera.SetTarget(this.transform); } else { camera.SetTarget(this.transform.GetChild(2)); } } this.tag = "Player"; transform.GetChild(0).gameObject.SetActive(true); } else { this.tag = "Enemy"; } }
public void ResetRagdoll() { tpCamera.offSetPlayerPivot = offSetPivot; tpCamera.SetTarget(this.transform); lockPlayer = false; verticalVelocity = 0f; ragdolled = false; }
// Use this for initialization void Start() { stateMachine = new StateMachine(); if (CameraObj != null) { camController = CameraObj.GetComponent <ThirdPersonCamera>(); } else { camController = Camera.main.GetComponent <ThirdPersonCamera>(); } camController.SetTarget(Ref_CamDefault.transform); camController.SetTargetCameraPos(defCamDist, defOffset); //camController.camTargetRef = Ref_CamDefault.transform; //camController.camAimingTargetRef = Ref_CamAiming.transform; probeController = Probe.GetComponent <ProbeBehavior>(); charController = GetComponent <CharacterController>(); animator = GetComponent <Animator>(); dogBehaviour = AIDogo.GetComponent <DogBehavior>(); pickupBehaviour = ThrowingDogo.GetComponent <PickupBehavior>(); Sound_bark = GetComponent <AudioSource>(); // Give stateMachine a state so that coroutine StateSwitch has something // to compare with stateMachine.ChangeState(new DefaultPlayer(this, animator)); StartCoroutine(StateSwitch(stateMachine)); StartCoroutine(DogSwitcher()); Cursor.lockState = CursorLockMode.Locked; }
// Switch what player you're following // index: index of the player to view private void switchPlayerView(int index) { _currentPlayerIdx = (index + _players.Count) % _players.Count; updatePlayers(); transform.localPosition = new Vector3(0, 0, 0); _thirdPersonCamera.enabled = true; _thirdPersonCamera.SetTarget(_players[_currentPlayerIdx].transform); _ui.followingPlayerChange(_players[_currentPlayerIdx].GetComponent <PlayerInformation>().playerName); }
public void ButtonPlay_Click() { switch (vehicleDropdown.value) { case 0: driver.SetVehicleController(car); thirdPersonCamera.SetTarget(car.transform); break; case 1: driver.SetVehicleController(bike); thirdPersonCamera.SetTarget(bike.transform); break; } // Close ui gameObject.SetActive(false); }
void SetupPlayerCharacter(Model.Entity.PlayerCharacter data) { Vector3 pos = new Vector3(-4.0f, 0.0f, 0.0f); var prefab = (GameObject)Resources.Load("Prefabs/Player/" + data.Resource); var obj = Instantiate(prefab, pos, Quaternion.identity); playerCharacter = obj.GetComponent <PlayerCharacter>(); playerCharacter.SetParameter(data); mainCamera.SetTarget(playerCharacter.gameObject); playerCharacter.SetThirdPersonCamera(mainCamera); playerCharacter.InitCommonMotion(); }
void Start() { mainCamera.SetTarget(playerObject); panelTitleObject.SetActive(true); panelSelectObject.SetActive(false); panelStartObject.SetActive(false); // startボタンイベント startButton.onClick.AsObservable().Subscribe(_ => SetPanelSelect()); // PlayerCharacter選択ボタンイベント foreach (var charaButton in characterButtons) { charaButton.IdEvent.Subscribe(id => { idSubject.OnNext(id); SetStartPanel(); }); } // 最終確認ボタン confirmYesButton.onClick.AsObservable().Subscribe(_ => startBattleSubject.OnNext(Unit.Default)); confirmNoButton.onClick.AsObservable().Subscribe(_ => SetPanelSelect()); }