void Start() { tr = transform; tss = footstepSource.GetComponent <TimeScaleSound>(); msP = GetComponent <MovementSync_Proxy>(); footSound = concrete[0]; }
private void Explode() { GameObject dInst = (GameObject)Instantiate(detonationPrefab, transform.position, transform.rotation); AreaDamage aDmg = dInst.GetComponent <AreaDamage>(); if (aDmg != null) { if (onlyVisual) { aDmg.enabled = false; } else { aDmg.overrideMaxDmg = explosionDamage; aDmg.overrideMaxRange = explosionRadius; } } TimeScaleSound tss = dInst.GetComponent <TimeScaleSound>(); if (tss != null) { tss.UpdatePitch(Random.Range(0.88f, 1f)); tss.PlaySound(); } else if (dInst.GetComponent <AudioSource>() != null) { dInst.GetComponent <AudioSource>().pitch *= Random.Range(0.88f, 1f); } RemoveInstance(); }
void Start() { GetComponent <BaseStats>().hasLimbs = true; pa = GetComponent <ProxyAnimator>(); animator = GetComponent <Animator>(); controller = GetComponent <CharacterController>(); rattleTSS = equipmentRattleSource.GetComponent <TimeScaleSound>(); isGrounded = false; }
void Start() { tss = GetComponent <TimeScaleSound>(); if (tss) { tss.pitchMod = Random.Range(minPitch, maxPitch); } else { GetComponent <AudioSource>().pitch = Random.Range(minPitch, maxPitch); } }
public void RunStart() { if (mpReferenceOnly) { return; } PlayerReference pr = GeneralVariables.playerRef; pl = pr.GetComponent <PlayerLook>(); pm = pr.GetComponent <PlayerMovement>(); wm = pr.wm; dm = pr.dm; ac = pr.ac; acs = pr.acs; tss = firePos.GetComponent <TimeScaleSound>(); UIController uiController = GeneralVariables.uiController; curAmmoDisplay = uiController.curAmmoDisplay; ammoLeftDisplay = uiController.ammoLeftDisplay; ammoBar = uiController.ammoBar; crosshair = uiController.crosshairs; if (muzzleLight != null) { muzzleBrightness = muzzleLight.intensity; } initializeTime = Time.time; PoolManager.Instance.Initialize(); gunVisuals = GetComponent <GunVisuals>(); shootImpulseGUI = 1f; reloadImpulseGUI = 1f; pa = GetComponent <PistolAnim>(); maxIndex = 2; SwitchFiringMethod(); flashlightOn = false; startCounting = false; fireCount = 0; asm = 1f; spreadReal = baseSpreadAmount; bsna = baseSpreadAmount; }
void Start() { GeneralVariables.player = gameObject; GeneralVariables.uiController.guiCamera.enabled = true; tr = transform; controller = GetComponent <CharacterController>(); tss = footsteps.footstepPos.GetComponent <TimeScaleSound>(); playerMeshAnim = animations.playerMesh.GetComponent <Animation>(); UIController uic = GeneralVariables.uiController; fadeSprite = uic.fadeFromBlack; uic.guiCamera.GetComponent <GUISway>().InitializeVariables(); PlayerReference pr = GetComponent <PlayerReference>(); pv = GetComponent <PlayerVitals>(); pl = GetComponent <PlayerLook>(); ia = pr.ia; wc = pr.wc; ac = pr.ac; wm = pr.wm; dm = pr.dm; defaultHeight = controller.height; defaultHeadPos = head.localPosition; defaultLegPos = animations.playerMesh.transform.localPosition + (Vector3.down * animations.meshOffset); normalLimit = Mathf.Cos(controller.slopeLimit * Mathf.Deg2Rad); curSpeed = movement.runSpeed; jumpTime = -0.25f; impactMod = 1f; fDmgSpeedMult = 1f; AntiHackSystem.ProtectFloat("runSpeed", movement.runSpeed); AntiHackSystem.ProtectFloat("sprintSpeed", movement.sprintSpeed); AntiHackSystem.ProtectFloat("crouchSpeed", movement.crouchSpeed); AntiHackSystem.ProtectFloat("walkSpeed", movement.walkSpeed); AntiHackSystem.ProtectFloat("jumpHeight", movement.jumpHeight); grounded = false; movement.crouchDetection.gameObject.SetActive(false); AudioSource.PlayClipAtPoint(initializeSound, footsteps.footstepPos.transform.position, 0.12f); StartCoroutine(FadeFromBlack()); }
void Start() { base.isLocalPlayer = true; GeneralVariables.cachedSpectCam = cachedSpectCam; uic = GeneralVariables.uiController; rattleTSS = equipmentRattleSource.GetComponent <TimeScaleSound>(); healthBar = uic.healthBar; healthText = uic.healthText; shieldBar = uic.shieldBar; shieldText = uic.shieldText; staminaBar = uic.staminaBar; shieldTexture = uic.shieldTexture; ne = uic.guiCamera.GetComponent <NoiseEffect>(); disE = uic.guiCamera.GetComponent <DistortionEffect>(); staminaBackground = staminaBar.backgroundWidget; defStaminaBGCol = staminaBackground.color; bloodyScreen = uic.bloodyScreen; flickeringGUI = uic.flickeringPanels; sa = uic.screenAdjustment; bloodyScreen.material.color = DarkRef.SetAlpha(bloodyScreen.material.color, 0f); PlayerReference pr = GeneralVariables.playerRef; pm = GetComponent <PlayerMovement>(); playerLook = GetComponent <PlayerLook>(); vignetting = cam.GetComponent <VignettingC>(); damageBreathBoost = 0f; ne.grainIntensity = 0f; disE.baseIntensity = 0f; guiSizeModH = guiSizeModS = 1f; healthBar.value = 0f; shieldBar.value = 0f; breathFactor = 1f; hearingPenalty = 1f; standardFreq = 5000f; wm = pr.wm; wc = pr.wc; shieldAlpha = 0f; finalShAlpha = 0f; flickerIntensity = 0.5f; percent = 1f; shPercent = 1f; recovering = true; canSprint = true; initTime = Time.time; damageIDs = new List <byte>(); damageInflicted = new List <int>(); killerID = -1; headID = -1; lastWeaponID = -1; builtData = ""; //Initialize values. curHealth = maxHealth; curShield = maxShield; AntiHackSystem.ProtectInt("maxHealth", maxHealth); AntiHackSystem.ProtectInt("maxShield", maxShield); oldHealth = curHealth; oldShield = curShield; }