예제 #1
0
 void Awake()
 {
     if (fpController == null)
     {
         fpController = GetComponentInChildren <vp_FPController>();
     }
     if (fpCamera == null)
     {
         fpCamera = GetComponentInChildren <vp_FPCamera>();
     }
     if (fpPlayerEventHandler == null)
     {
         fpPlayerEventHandler = GetComponentInChildren <vp_FPPlayerEventHandler>();
     }
     if (fpInput == null)
     {
         fpInput = GetComponentInChildren <vp_FPInput>();
     }
     if (fpHUD == null)
     {
         fpHUD = GetComponentInChildren <vp_SimpleHUD>();
     }
     if (fpCrosshair == null)
     {
         fpCrosshair = GetComponentInChildren <vp_SimpleCrosshair>();
     }
 }
예제 #2
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	/// <summary>
	/// 
	/// </summary>
	protected virtual void Awake()
	{
		
		m_Player = GetComponent<vp_FPPlayerEventHandler>(); // cache the player event handler
		m_Camera = GetComponentInChildren<vp_FPCamera>(); // cache vp_FPCamera
		
	}
예제 #3
0
    /// <summary>
    ///
    /// </summary>
    void Start()
    {
        m_FPSCamera = (vp_FPCamera)Component.FindObjectOfType(typeof(vp_FPCamera));

        m_Demo = new vp_FPSDemoManager(Player);
        m_Demo.CurrentFullScreenFadeTime = Time.time;
        m_Demo.DrawCrosshair             = false;

        m_Demo.Input.MouseCursorZones    = new Rect[3];
        m_Demo.Input.MouseCursorZones[0] = new Rect((Screen.width * 0.5f) - 370, 40, 80, 80);
        m_Demo.Input.MouseCursorZones[1] = new Rect((Screen.width * 0.5f) + 290, 40, 80, 80);
        m_Demo.Input.MouseCursorZones[2] = new Rect(0, 0, 150, Screen.height);
        Screen.lockCursor = false;

        m_LookPoints[1] = new Vector3(129.3f, 122, -186);
        m_LookPoints[2] = new Vector3(129.3f, 85, -186);
        m_LookPoints[3] = new Vector3(147, 85, -186);
        m_LookPoints[4] = new Vector3(12, 85, -214);
        m_LookPoints[5] = new Vector3(129, 122, -118);
        m_LookPoints[6] = new Vector3(125.175f, 106.1071f, -97.58212f);
        m_LookPoints[7] = new Vector3(119.6f, 104.2f, -89.1f);
        m_LookPoints[8] = new Vector3(129, 112, -150);


        // prevent regular event handler weapon switching events
        m_Demo.PlayerEventHandler.SetWeapon.Disallow(10000000);
        m_Demo.PlayerEventHandler.SetPrevWeapon.Try = delegate() { return(false); };
        m_Demo.PlayerEventHandler.SetNextWeapon.Try = delegate() { return(false); };

        // manually register our fallimpact method with the player event handler
        // NOTE: this is not the typical event handler workflow. see the manual
        // event handler chapter for more info
        m_Demo.PlayerEventHandler.FallImpact.Register(this, "FallImpact", 0);
    }
예제 #4
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    /// <summary>
    /// re-caches all of the standard UFPS local player components
    /// </summary>
    private static void RefreshPlayerComponents()
    {
        m_FPCamera        = null;
        m_FPController    = null;
        m_FPInput         = null;
        m_FPDamageHandler = null;
        m_FPWeaponHandler = null;
        m_Inventory       = null;
        m_Respawner       = null;
        m_FPBodyAnimator  = null;
        m_RagdollHandler  = null;
        m_FootFXHandler   = null;

        if (m_FPEventHandler == null)
        {
            return;
        }

        m_FPCamera        = m_FPEventHandler.GetComponentInChildren <vp_FPCamera>();
        m_FPController    = m_FPEventHandler.GetComponentInChildren <vp_FPController>();
        m_FPInput         = m_FPEventHandler.GetComponentInChildren <vp_FPInput>();
        m_FPDamageHandler = m_FPEventHandler.GetComponentInChildren <vp_FPPlayerDamageHandler>();
        m_FPWeaponHandler = m_FPEventHandler.GetComponentInChildren <vp_FPWeaponHandler>();
        m_Inventory       = m_FPEventHandler.GetComponentInChildren <vp_PlayerInventory>();
        m_Respawner       = m_FPEventHandler.GetComponentInChildren <vp_PlayerRespawner>();
        m_FPBodyAnimator  = m_FPEventHandler.GetComponentInChildren <vp_FPBodyAnimator>();
        m_RagdollHandler  = m_FPEventHandler.GetComponentInChildren <vp_RagdollHandler>();
        m_FootFXHandler   = m_FPEventHandler.GetComponentInChildren <vp_PlayerFootFXHandler>();
    }
    protected AudioClip m_LastPlayedSound = null;                       // used to make sure we don't place the same sound twice in a row


    /// <summary>
    /// cache all the necessary properties here
    /// </summary>
    protected virtual void Awake()
    {
        m_Player     = GameObject.FindObjectOfType(typeof(vp_FPPlayerEventHandler)) as vp_FPPlayerEventHandler;
        m_Camera     = GameObject.FindObjectOfType(typeof(vp_FPCamera)) as vp_FPCamera;
        m_Controller = GameObject.FindObjectOfType(typeof(vp_FPController)) as vp_FPController;
        m_Audio      = gameObject.AddComponent <AudioSource>();   // add a new audio source for this class to use
    }
예제 #6
0
    protected vp_UIManager m_Manager           = null;                          // cached uimanager


    /// <summary>
    ///
    /// </summary>
    protected virtual void Awake()
    {
        m_Manager = transform.root.GetComponentInChildren <vp_UIManager>();
        m_Camera  = m_Manager.Player.GetComponentInChildren <vp_FPCamera>();

        SetObjectPositions();
    }
 protected override void Start()
 {
     base.Start();
     this.m_Controller = (vp_FPController)base.Root.GetComponent(typeof(vp_FPController));
     this.m_Camera     = (vp_FPCamera)base.Root.GetComponentInChildren(typeof(vp_FPCamera));
     this.m_Weapon     = (vp_FPWeapon)base.Transform.GetComponent(typeof(vp_FPWeapon));
 }
예제 #8
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    protected List<Vector3> m_ObjectScales = new List<Vector3>(); // cached list of swayable objects position's

    #endregion Fields

    #region Methods

    /// <summary>
    /// 
    /// </summary>
    protected virtual void Awake()
    {
        m_Manager = transform.root.GetComponentInChildren<vp_UIManager>();
        m_Camera = m_Manager.Player.GetComponentInChildren<vp_FPCamera>();

        SetObjectPositions();
    }
        private void Awake()
        {
                        #if UltimateFPSIsPresent
            // Tag the GameObject as 'Player' if it is not already
            gameObject.tag = Tags.player;
            player         = GetComponent <Player>();

            // Assign the UFPS components, and report warnings if they are not present
            fpCamera             = GetComponentInChildren <vp_FPCamera>();
            fpController         = GetComponentInChildren <vp_FPController>();
            fpInput              = GetComponentInChildren <vp_FPInput>();
            fpPlayerEventHandler = GetComponentInChildren <vp_FPPlayerEventHandler>();
            simpleHUD            = GetComponentInChildren <vp_SimpleHUD>();
            simpleCrosshair      = GetComponentInChildren <vp_SimpleCrosshair>();
            _audioListener       = GetComponentInChildren <AudioListener>();

            if (fpController == null)
            {
                ACDebug.LogWarning("Cannot find UFPS script 'vp_FPController' anywhere on '" + gameObject.name + "'.");
            }
            if (fpInput == null)
            {
                ACDebug.LogWarning("Cannot find UFPS script 'vp_FPInput' anywhere on '" + gameObject.name + "'.");
            }
            if (fpCamera == null)
            {
                ACDebug.LogWarning("Cannot find UFPS script 'vp_FPCamera' anywhere on '" + gameObject.name + "'.");
            }
            if (KickStarter.settingsManager != null && KickStarter.settingsManager.movementMethod != MovementMethod.FirstPerson)
            {
                ACDebug.Log("The Ultimate FPS integration script requires the Settings Manager's 'Movement method' is set to 'First Person'");
            }
                        #endif
        }
예제 #10
0
    protected AudioClip m_LastPlayedSound = null;                       // used to make sure we don't place the same sound twice in a row


    /// <summary>
    /// cache all the necessary properties here
    /// </summary>
    protected virtual void Awake()
    {
        m_Player     = transform.root.GetComponentInChildren <vp_FPPlayerEventHandler>();
        m_Camera     = transform.root.GetComponentInChildren <vp_FPCamera>();
        m_Controller = transform.root.GetComponentInChildren <vp_FPController>();
        m_Audio      = gameObject.AddComponent <AudioSource>();   // add a new audio source for this class to use
    }
예제 #11
0
    /// <summary>
    ///
    /// </summary>
    protected void InitWeaponLists()
    {
        // first off, always store all weapons contained under our main FPS camera (if any)
        List <vp_Weapon> camWeapons = null;
        vp_FPCamera      camera     = transform.GetComponentInChildren <vp_FPCamera>();

        if (camera != null)
        {
            camWeapons = GetWeaponList(Camera.main.transform);
            if ((camWeapons != null) && (camWeapons.Count > 0))
            {
                m_WeaponLists.Add(camWeapons);
            }
        }

        List <vp_Weapon> allWeapons = new List <vp_Weapon>(transform.GetComponentsInChildren <vp_Weapon>());

        // if the camera weapons were all the weapons we have, return
        if ((camWeapons != null) && (camWeapons.Count == allWeapons.Count))
        {
            Weapons = m_WeaponLists[0];
            return;
        }

        // identify every unique gameobject that holds weapons as direct children
        List <Transform> weaponContainers = new List <Transform>();

        foreach (vp_Weapon w in allWeapons)
        {
            if ((camera != null) && camWeapons.Contains(w))
            {
                continue;
            }
            if (!weaponContainers.Contains(w.Parent))
            {
                weaponContainers.Add(w.Parent);
            }
        }

        // create one weapon list for every container found
        foreach (Transform t in weaponContainers)
        {
            List <vp_Weapon> weapons = GetWeaponList(t);
            DeactivateAll(weapons);
            m_WeaponLists.Add(weapons);
        }

        // abort and disable weapon handler in case no weapons were found
        if (m_WeaponLists.Count < 1)
        {
            Debug.LogError("Error (" + this + ") WeaponHandler found no weapons in its hierarchy. Disabling self.");
            enabled = false;
            return;
        }

        // start out with the first weapon list by default. on a 1st person
        // player, this would typically be the weapons stored under the camera
        Weapons = m_WeaponLists[0];
    }
예제 #12
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		void Awake() {
			if (fpController == null) fpController = GetComponentInChildren<vp_FPController>();
			if (fpCamera == null) fpCamera = GetComponentInChildren<vp_FPCamera>();
			if (fpPlayerEventHandler == null) fpPlayerEventHandler = GetComponentInChildren<vp_FPPlayerEventHandler>();
			if (fpInput == null) fpInput = GetComponentInChildren<vp_FPInput>();
			if (fpHUD == null) fpHUD = GetComponentInChildren<vp_SimpleHUD>();
			if (fpCrosshair == null) fpCrosshair = GetComponentInChildren<vp_SimpleCrosshair>();
		}
예제 #13
0
 void OnTriggerExit(Collider col)
 {
     if ((playerLayer.value & 1 << col.gameObject.layer) == 0)
     {
         return;
     }
     m_camera = col.gameObject.GetComponentInChildren <vp_FPCamera>();
     TurnOff();
 }
	protected AudioClip m_LastPlayedSound = null;			// used to make sure we don't place the same sound twice in a row
	
	
	/// <summary>
	/// cache all the necessary properties here
	/// </summary>
	protected virtual void Awake()
	{
		
		m_Player = transform.root.GetComponentInChildren<vp_FPPlayerEventHandler>();
		m_Camera = transform.root.GetComponentInChildren<vp_FPCamera>();
		m_Controller = transform.root.GetComponentInChildren<vp_FPController>();
		m_Audio = gameObject.AddComponent<AudioSource>(); // add a new audio source for this class to use
		
	}
예제 #15
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 //On awake sets the values of the variables to point to the right objects.
 protected virtual void Awake()
 {
     Player    = GameObject.FindObjectOfType(typeof(vp_FPPlayerEventHandler)) as vp_FPPlayerEventHandler;
     cross     = GameObject.FindObjectOfType(typeof(vp_SimpleCrosshair)) as vp_SimpleCrosshair;
     Gun       = GameObject.FindObjectOfType(typeof(vp_FPWeapon)) as vp_FPWeapon;
     camera    = GameObject.FindObjectOfType(typeof(vp_FPCamera)) as vp_FPCamera;
     myCam     = camera.GetComponent <Camera>();
     BaseFOV   = camera.RenderingFieldOfView; //Replaces the value of BaseFOV to whatever the actual Base FOV is.
     BaseShake = camera.ShakeSpeed;           //Does the same to the base shake value.
 }
예제 #16
0
 //On awake sets the values of the variables to point to the right objects.
 protected virtual void Awake()
 {
     Player = GameObject.FindObjectOfType(typeof(vp_FPPlayerEventHandler)) as vp_FPPlayerEventHandler;
     cross = GameObject.FindObjectOfType(typeof(vp_SimpleCrosshair)) as vp_SimpleCrosshair;
     Gun = GameObject.FindObjectOfType(typeof(vp_FPWeapon)) as vp_FPWeapon;
     camera = GameObject.FindObjectOfType(typeof(vp_FPCamera)) as vp_FPCamera;
     myCam=camera.GetComponent<Camera>();
     BaseFOV=camera.RenderingFieldOfView;//Replaces the value of BaseFOV to whatever the actual Base FOV is.
     BaseShake=camera.ShakeSpeed;//Does the same to the base shake value.
 }
예제 #17
0
    void Start()
    {
        barLength    = Screen.width / 8;
        weaponScript = fpsCamera.GetComponent <vp_FPCamera> ();

        normalShakeSpeed     = weaponScript.ShakeSpeed;
        normalShakeAmplitude = weaponScript.ShakeAmplitude;
        previousHealth       = currentHealth;

        LOWEST_HEALTH_MARGIN     = ACCURACY_DECREASE_FACTOR * GUN_AMPLITUDE_STEP;
        ACCURACY_INCREASE_FACTOR = 2 * ACCURACY_DECREASE_FACTOR;
    }
예제 #18
0
    /// <summary>
    ///
    /// </summary>
    protected override void Awake()
    {
        base.Awake();

        m_FPSCamera = transform.root.GetComponentInChildren <vp_FPCamera>();

        m_OperatorTransform = m_FPSCamera.transform;

        // reset the next allowed fire time
        m_NextAllowedFireTime = Time.time;

        ProjectileSpawnDelay = Mathf.Min(ProjectileSpawnDelay, (ProjectileFiringRate - 0.1f));
    }
예제 #19
0
    protected AudioClip m_LastPlayedSound = null;                       // used to make sure we don't place the same sound twice in a row


    /// <summary>
    /// cache all the necessary properties here
    /// </summary>
    protected virtual void Awake()
    {
        Debug.LogWarning("Warning (" + this + ") This component is obsolete! please use the new vp_PlayerFootFXHandler component along with a scene vp_SurfaceManager instead.");

        m_Player     = transform.root.GetComponentInChildren <vp_FPPlayerEventHandler>();
        m_Camera     = transform.root.GetComponentInChildren <vp_FPCamera>();
        m_Controller = transform.root.GetComponentInChildren <vp_FPController>();
        m_Audio      = transform.root.GetComponentInChildren <AudioSource>();
        if (m_Audio == null)
        {
            m_Audio = gameObject.AddComponent <AudioSource>();
        }
    }
예제 #20
0
 protected override void Awake()
 {
     base.Awake();
     this.m_FPSCamera           = base.transform.root.GetComponentInChildren <vp_FPCamera>();
     this.m_OperatorTransform   = this.m_FPSCamera.transform;
     this.m_NextAllowedFireTime = Time.time;
     this.ProjectileSpawnDelay  = Mathf.Min(this.ProjectileSpawnDelay, this.ProjectileFiringRate - 0.1f);
     this.as_dryfire            = base.Parent.GetComponent <AudioSource>();
     if (this.sndSoundDryFire == null)
     {
         this.sndSoundDryFire = SND.GetSoundByName(this.SoundDryFire);
     }
 }
예제 #21
0
 public void PostAwake()
 {
     C4.checkTime       = Time.realtimeSinceStartup;
     C4.trPlayer        = GameObject.Find("LocalPlayer").transform;
     C4.placeBomb       = ContentLoader_.LoadGameObject("c4_place");
     C4.plantStartSound = SND.GetSoundByName("c4_plant");
     C4.showDiffuseBar  = false;
     C4.sector          = new C4.PlantSector[2];
     C4.plant           = new List <C4.PlantSector> [2];
     C4.plant[0]        = new List <C4.PlantSector>();
     C4.plant[1]        = new List <C4.PlantSector>();
     this.csCamera      = (vp_FPCamera)UnityEngine.Object.FindObjectOfType(typeof(vp_FPCamera));
     this.csController  = (vp_FPController)UnityEngine.Object.FindObjectOfType(typeof(vp_FPController));
 }
예제 #22
0
    /// <summary>
    ///
    /// </summary>
    void Start()
    {
        m_FPSCamera = (vp_FPCamera)Component.FindObjectOfType(typeof(vp_FPCamera));

        m_Demo = new vp_FPSDemoManager(PlayerGameObject);
        m_Demo.CurrentFullScreenFadeTime = Time.time;
        m_Demo.DrawCrosshair             = false;
        m_Demo.FadeGUIOnCursorLock       = false;

        m_Demo.Input.MouseCursorZones    = new Rect[2];
        m_Demo.Input.MouseCursorZones[0] = new Rect((Screen.width * 0.5f) - 370, 40, 80, 80);
        m_Demo.Input.MouseCursorZones[1] = new Rect((Screen.width * 0.5f) + 290, 40, 80, 80);
        Screen.lockCursor = false;
    }
	/// <summary>
	/// hooks up the FPSCamera object to the inspector target
	/// </summary>
	public virtual void OnEnable()
	{

		m_Component = (vp_FPCamera)target;

		if (m_Persister == null)
			m_Persister = new vp_ComponentPersister();
		m_Persister.Component = m_Component;
		m_Persister.IsActive = true;

		if (m_Component.DefaultState == null)
			m_Component.RefreshDefaultState();

	}
	/// <summary>
	/// 
	/// </summary>
	protected override void Awake()
	{

		base.Awake();

		m_FPSCamera = transform.root.GetComponentInChildren<vp_FPCamera>();

		m_OperatorTransform = m_FPSCamera.transform;

		// reset the next allowed fire time
		m_NextAllowedFireTime = Time.time;

		ProjectileSpawnDelay = Mathf.Min(ProjectileSpawnDelay, (ProjectileFiringRate - 0.1f));
		
	}
예제 #25
0
    /// </summary>
    ///
    /// </summary>
    public vp_FPSDemoManager(GameObject player)
    {
        Player = player;

        Controller = Player.GetComponent<vp_FPController>();
        Camera = Player.GetComponentInChildren<vp_FPCamera>();
        WeaponHandler = Player.GetComponentInChildren<vp_FPWeaponHandler>();
        PlayerEventHandler = (vp_FPPlayerEventHandler)Player.GetComponentInChildren(typeof(vp_FPPlayerEventHandler));
        Input = Player.GetComponent<vp_FPInput>();
        Earthquake = (vp_Earthquake)Component.FindObjectOfType(typeof(vp_Earthquake));

        // on small screen resolutions the editor preview screenshot
        // panel is minimized by default, otherwise expanded
        if (Screen.width < 1024)
            EditorPreviewSectionExpanded = false;
    }
    /// <summary>
    /// hooks up the FPSCamera object to the inspector target
    /// </summary>
    public virtual void OnEnable()
    {
        m_Component = (vp_FPCamera)target;

        if (m_Persister == null)
        {
            m_Persister = new vp_ComponentPersister();
        }
        m_Persister.Component = m_Component;
        m_Persister.IsActive  = true;

        if (m_Component.DefaultState == null)
        {
            m_Component.RefreshDefaultState();
        }
    }
예제 #27
0
	/// <summary>
	/// 
	/// </summary>
	void Start()
	{

		m_FPSCamera = (vp_FPCamera)Component.FindObjectOfType(typeof(vp_FPCamera));

		m_Demo = new vp_FPSDemoManager(PlayerGameObject);
		m_Demo.CurrentFullScreenFadeTime = Time.time;
		m_Demo.DrawCrosshair = false;
		m_Demo.FadeGUIOnCursorLock = false;

		m_Demo.Input.MouseCursorZones = new Rect[2];
		m_Demo.Input.MouseCursorZones[0] = new Rect((Screen.width * 0.5f) - 370, 40, 80, 80);
		m_Demo.Input.MouseCursorZones[1] = new Rect((Screen.width * 0.5f) + 290, 40, 80, 80);
		Screen.lockCursor = false;
		
	}
예제 #28
0
        private void Start()
        {
                        #if !UltimateFPSIsPresent
            ACDebug.LogWarning("'UltimateFPSIsPresent' must be listed in your Unity Player Setting's 'Scripting define symbols' for AC's UFPS integration to work.");
            return;
                        #else
            // Assign the UFPS components, and report warnings if they are not present
            fpCamera       = GetComponentInChildren <vp_FPCamera>();
            fpController   = GetComponentInChildren <vp_FPController>();
            fpInput        = GetComponentInChildren <vp_FPInput>();
            _audioListener = GetComponentInChildren <AudioListener>();

            if (fpController == null)
            {
                ACDebug.LogWarning("Cannot find UFPS script 'vp_FPController' anywhere on '" + gameObject.name + "'.");
            }
            if (fpInput == null)
            {
                ACDebug.LogWarning("Cannot find UFPS script 'vp_FPInput' anywhere on '" + gameObject.name + "'.");
            }
            if (fpCamera == null)
            {
                ACDebug.LogWarning("Cannot find UFPS script 'vp_FPCamera' anywhere on '" + gameObject.name + "'.");
            }
            if (KickStarter.settingsManager != null && KickStarter.settingsManager.movementMethod != MovementMethod.FirstPerson)
            {
                ACDebug.Log("The Ultimate FPS integration script requires the Settings Manager's 'Movement method' is set to 'First Person'");
            }

            // Tell the AC Player component that we'l be controlling movement/rotation manually during Cutscenes
            player = GetComponent <Player>();
            player.FirstPersonCamera = fpCamera.transform;
            player.SetAnimEngine(AnimationEngine.Custom);
            player.motionControl = MotionControl.Manual;

            // Assign a short delay whenever we load a saved game, to prevent firing when click
            if (KickStarter.saveSystem)
            {
                KickStarter.saveSystem.SetGameplayReturnTime(0.1f);
            }

            // Fixes gun sounds from not always playing
            AudioListener.pause = false;
                        #endif
        }
예제 #29
0
    /// </summary>
    ///
    /// </summary>
    public vp_FPSDemoManager(GameObject player)
    {
        Player = player;

        Controller         = Player.GetComponent <vp_FPController>();
        Camera             = Player.GetComponentInChildren <vp_FPCamera>();
        WeaponHandler      = Player.GetComponentInChildren <vp_WeaponHandler>();
        PlayerEventHandler = (vp_FPPlayerEventHandler)Player.GetComponentInChildren(typeof(vp_FPPlayerEventHandler));
        Input      = Player.GetComponent <vp_FPInput>();
        Earthquake = (vp_FPEarthquake)Component.FindObjectOfType(typeof(vp_FPEarthquake));

        // on small screen resolutions the editor preview screenshot
        // panel is minimized by default, otherwise expanded
        if (Screen.width < 1024)
        {
            EditorPreviewSectionExpanded = false;
        }
    }
예제 #30
0
	/// <summary>
	/// 
	/// </summary>
	protected override void Awake()
	{

		base.Awake();

		m_FPCamera = transform.root.GetComponentInChildren<vp_FPCamera>();

		if (m_ProjectileSpawnPoint == null)
			m_ProjectileSpawnPoint = m_FPCamera.gameObject;

		m_ProjectileDefaultSpawnpoint = m_ProjectileSpawnPoint;

		// reset the next allowed fire time
		m_NextAllowedFireTime = Time.time;

		ProjectileSpawnDelay = Mathf.Min(ProjectileSpawnDelay, (ProjectileFiringRate - 0.1f));
		
	}
예제 #31
0
 protected override void Awake()
 {
     vp_FPCamera.cs = this;
     base.Awake();
     this.FPController            = base.Root.GetComponent <vp_FPController>();
     this.m_InitialRotation       = new Vector2(base.Transform.eulerAngles.y, base.Transform.eulerAngles.x);
     base.Parent.gameObject.layer = 30;
     foreach (Transform transform in base.Parent)
     {
         transform.gameObject.layer = 30;
     }
     base.GetComponent <Camera>().cullingMask &= 1056964607;
     base.GetComponent <Camera>().depth        = 0f;
     this.weaponCam = null;
     foreach (Transform transform2 in base.Transform)
     {
         this.weaponCam = (Camera)transform2.GetComponent(typeof(Camera));
         if (this.weaponCam != null)
         {
             this.weaponCam.transform.localPosition    = Vector3.zero;
             this.weaponCam.transform.localEulerAngles = Vector3.zero;
             this.weaponCam.clearFlags    = CameraClearFlags.Depth;
             this.weaponCam.cullingMask   = -2147483648;
             this.weaponCam.depth         = 1f;
             this.weaponCam.farClipPlane  = 100f;
             this.weaponCam.nearClipPlane = 0.01f;
             this.weaponCam.fov           = 60f;
             vp_FPCamera.dof = this.weaponCam.GetComponent <DepthOfField>();
             break;
         }
     }
     this.m_PositionSpring              = new vp_Spring(base.Transform, vp_Spring.UpdateMode.Position, false);
     this.m_PositionSpring.MinVelocity  = 1E-05f;
     this.m_PositionSpring.RestState    = this.PositionOffset;
     this.m_PositionSpring2             = new vp_Spring(base.Transform, vp_Spring.UpdateMode.PositionAdditive, false);
     this.m_PositionSpring2.MinVelocity = 1E-05f;
     this.m_RotationSpring              = new vp_Spring(base.Transform, vp_Spring.UpdateMode.RotationAdditive, false);
     this.m_RotationSpring.MinVelocity  = 1E-05f;
     this.cameraFlashFX    = GameObject.Find("WeaponCamera/FlashFX");
     this.matFlashFX       = this.cameraFlashFX.GetComponent <MeshRenderer>().material;
     this.matFlashFX.color = Color.white;
     this.SetFlashFX(0f, 3.5f);
 }
예제 #32
0
    static void AddWeaponSwitcher()
    {
        Undo.RegisterSceneUndo("Create Weapon Switcher");

        GameObject switcherGO = new GameObject("Weapon Switcher");

        switcherGO.MakeChild();

        GameObject background = new GameObject("Background", typeof(UISprite));

        background.MakeChild(switcherGO.transform);

        GameObject panel = new GameObject("Panel", typeof(UIPanel));

        panel.MakeChild(switcherGO.transform);

        GameObject scroller = new GameObject("WeaponScroller");

        scroller.MakeChild(panel.transform);

        // get player fp camera
        vp_FPCamera fpCamera = FindObjectOfType(typeof(vp_FPCamera)) as vp_FPCamera;

        if (fpCamera)
        {
            foreach (Transform t in fpCamera.transform)
            {
                if (t.GetComponent <Camera>())
                {
                    continue;
                }

                GameObject go = new GameObject(t.name, typeof(UISprite));
                go.MakeChild(scroller.transform);
            }
        }

        vp_UITouchWeaponSwitcher switcher = switcherGO.AddComponent <vp_UITouchWeaponSwitcher>();

        switcher.WeaponScroller = scroller.transform;

        Selection.activeGameObject = switcherGO;
    }
예제 #33
0
    static void AddWeaponSwitcher()
    {
        Undo.RegisterSceneUndo("Create Weapon Switcher");

        GameObject switcherGO = new GameObject("Weapon Switcher");

        switcherGO.MakeChild();

        GameObject background = new GameObject("Background", typeof(MeshFilter), typeof(MeshRenderer));

        background.MakeChild(switcherGO.transform);
        SetupRenderer(background);

        GameObject scroller = new GameObject("WeaponScroller");

        scroller.MakeChild(switcherGO.transform);

        // get player fp camera
        vp_FPCamera fpCamera = FindObjectOfType(typeof(vp_FPCamera)) as vp_FPCamera;

        if (fpCamera)
        {
            foreach (Transform t in fpCamera.transform)
            {
                if (t.GetComponent <Camera>())
                {
                    continue;
                }

                GameObject go = new GameObject(t.name, typeof(MeshFilter), typeof(MeshRenderer));
                go.MakeChild(scroller.transform);
                go.transform.position = new Vector3(0, 0, -5);
                SetupRenderer(go);
            }
        }

        vp_UITouchWeaponSwitcher switcher = switcherGO.AddComponent <vp_UITouchWeaponSwitcher>();

        switcher.WeaponScroller = scroller.transform;

        Selection.activeGameObject = switcherGO;
    }
예제 #34
0
    /// <summary>
    ///
    /// </summary>
    void Start()
    {
        if (PlayerGameObject == null)
        {
            vp_Utility.Activate(gameObject, false);
            Debug.LogWarning("Warning (" + this + ") No player gameobject assigned. Disabling demo.");
            return;
        }

        m_FPSCamera = (vp_FPCamera)Component.FindObjectOfType(typeof(vp_FPCamera));

        m_Demo = new vp_FPSDemoManager(PlayerGameObject);
        m_Demo.CurrentFullScreenFadeTime = Time.time;
        m_Demo.DrawCrosshair             = false;
        m_Demo.FadeGUIOnCursorLock       = false;

        m_Demo.Input.MouseCursorZones    = new Rect[2];
        m_Demo.Input.MouseCursorZones[0] = new Rect((Screen.width * 0.5f) - 370, 40, 80, 80);
        m_Demo.Input.MouseCursorZones[1] = new Rect((Screen.width * 0.5f) + 290, 40, 80, 80);
        vp_Utility.LockCursor            = false;
    }
예제 #35
0
    /// <summary>
    ///
    /// </summary>
    public static Component GetFPCameraChildComponent(System.Type type, string name)
    {
        vp_FPCamera camera = GameObject.FindObjectOfType <vp_FPCamera>();

        if (camera == null)
        {
            EditorUtility.DisplayDialog("Failed to find vp_FPCamera", "Make sure your scene has a gameobject with a vp_FPCamera component on it. ", "OK");
            return(null);
        }

        foreach (Component c in camera.GetComponentsInChildren(type, true))
        {
            if (c.name == name)
            {
                return(c);
            }
        }

        EditorUtility.DisplayDialog("Failed to find a matching " + type.Name, "Make sure the FPS camera object has a child gameobject with the exact name of \"" + name + "\", and that it has a " + type.Name + " component on it. ", "OK");

        return(null);
    }
예제 #36
0
        //Make contents of the window
        private void AssistWindowContent(int windowID)
        {
            if (GUI.Button(new Rect(10, 20, 100, 20), "Refresh Cam"))
            {
                cam   = Camera.main;
                fpCam = FindObjectOfType <vp_FPCamera>();
            }

            if (GUI.Button(new Rect(10, 50, 100, 20), "Move Mouse"))
            {
                MoveMouse(Screen.width / 2, Screen.height / 2);
            }

            if (GUI.Button(new Rect(10, 80, 100, 20), "Show DebugMsg"))
            {
                showDebugMsg = !showDebugMsg;
            }

            aimSpeed = int.Parse(GUI.TextField(new Rect(10, 110, 100, 20), aimSpeed.ToString()));

            // Make the background the dragging area
            GUI.DragWindow();
        }
예제 #37
0
	/// <summary>
	/// 
	/// </summary>
	void Start()
	{

		if (PlayerGameObject == null)
		{
			vp_Utility.Activate(gameObject, false);
			Debug.LogWarning("Warning (" + this + ") No player gameobject assigned. Disabling demo.");
			return;
		}

		m_FPSCamera = (vp_FPCamera)Component.FindObjectOfType(typeof(vp_FPCamera));

		m_Demo = new vp_FPSDemoManager(PlayerGameObject);
		m_Demo.CurrentFullScreenFadeTime = Time.time;
		m_Demo.DrawCrosshair = false;
		m_Demo.FadeGUIOnCursorLock = false;

		m_Demo.Input.MouseCursorZones = new Rect[2];
		m_Demo.Input.MouseCursorZones[0] = new Rect((Screen.width * 0.5f) - 370, 40, 80, 80);
		m_Demo.Input.MouseCursorZones[1] = new Rect((Screen.width * 0.5f) + 290, 40, 80, 80);
		vp_Utility.LockCursor = false;
		
	}
예제 #38
0
	/// <summary>
	/// 
	/// </summary>
	protected virtual void Awake()
	{

		Player = (vp_FPPlayerEventHandler)transform.root.GetComponentInChildren(typeof(vp_FPPlayerEventHandler));

		m_FPCamera = GetComponentInChildren<vp_FPCamera>();

	}
예제 #39
0
        private void Start()
        {
            #if !UltimateFPSIsPresent

            ACDebug.LogWarning ("'UltimateFPSIsPresent' must be listed in your Unity Player Setting's 'Scripting define symbols' for AC's UFPS integration to work.");
            return;

            #else

            // Assign the UFPS components, and report warnings if they are not present
            fpCamera = GetComponentInChildren <vp_FPCamera>();
            fpController = GetComponentInChildren <vp_FPController>();
            fpInput = GetComponentInChildren <vp_FPInput>();
            _audioListener = GetComponentInChildren <AudioListener>();

            if (fpController == null)
            {
                ACDebug.LogWarning ("Cannot find UFPS script 'vp_FPController' anywhere on '" + gameObject.name + "'.");
            }
            if (fpInput == null)
            {
                ACDebug.LogWarning ("Cannot find UFPS script 'vp_FPInput' anywhere on '" + gameObject.name + "'.");
            }
            if (fpCamera == null)
            {
                ACDebug.LogWarning ("Cannot find UFPS script 'vp_FPCamera' anywhere on '" + gameObject.name + "'.");
            }
            if (KickStarter.settingsManager != null && KickStarter.settingsManager.movementMethod != MovementMethod.FirstPerson)
            {
                ACDebug.Log ("The Ultimate FPS integration script requires the Settings Manager's 'Movement method' is set to 'First Person'");
            }

            // Tell the AC Player component that we'l be controlling movement/rotation manually during Cutscenes
            player = GetComponent <Player>();
            player.FirstPersonCamera = fpCamera.transform;
            player.SetAnimEngine (AnimationEngine.Custom);
            player.motionControl = MotionControl.Manual;

            // Assign a short delay whenever we load a saved game, to prevent firing when click
            if (KickStarter.saveSystem)
            {
                KickStarter.saveSystem.SetGameplayReturnTime (0.1f);
            }

            // Fixes gun sounds from not always playing
            AudioListener.pause = false;

            #endif
        }
예제 #40
0
		void Awake() {
			bridge = GetComponent<FPPlayerLuaBridge>();
			fpController = GetComponentInChildren<vp_FPController>();
			fpCamera = GetComponentInChildren<vp_FPCamera>();
		}
예제 #41
0
    private void ParsingCommand(string cmd)
    {
        this.AddLogString(cmd);
        this.inputstore = cmd;
        string[] array = cmd.Split(new char[]
        {
            ' '
        });
        if (array[0] == "map")
        {
            if (array.Length != 2)
            {
                return;
            }
            MapLoader mapLoader = (MapLoader)UnityEngine.Object.FindObjectOfType(typeof(MapLoader));
            PlayerPrefs.SetInt("localplay", 1);
            mapLoader.Load(array[1]);
        }
        else if (array[0] == "devmap")
        {
            if (array.Length != 2)
            {
                return;
            }
            MapLoader mapLoader2 = (MapLoader)UnityEngine.Object.FindObjectOfType(typeof(MapLoader));
            PlayerPrefs.SetInt("localplay", 2);
            mapLoader2.DevLoad(array[1]);
        }
        else if (array[0] == "team")
        {
            if (array.Length != 3)
            {
                return;
            }
            int num  = 0;
            int num2 = 0;
            if (!int.TryParse(array[1], out num))
            {
                return;
            }
            if (!int.TryParse(array[2], out num2))
            {
                return;
            }
            if (num < 0 || num >= 2)
            {
                return;
            }
            if (num2 < 0 || num2 >= 8)
            {
                return;
            }
            UnityEngine.Object[] array2 = UnityEngine.Object.FindObjectsOfType(typeof(Spawn));
            List <Spawn>         list   = new List <Spawn>();
            List <Spawn>         list2  = new List <Spawn>();
            UnityEngine.Object[] array3 = array2;
            for (int i = 0; i < array3.Length; i++)
            {
                Spawn spawn = (Spawn)array3[i];
                if (spawn.Team == 0)
                {
                    list.Add(spawn);
                }
                else if (spawn.Team == 1)
                {
                    list2.Add(spawn);
                }
            }
            GameObject gameObject = null;
            if (num == 0)
            {
                if (num2 >= list.Count)
                {
                    return;
                }
                gameObject = list[num2].gameObject;
            }
            else if (num == 1)
            {
                if (num2 >= list2.Count)
                {
                    return;
                }
                gameObject = list2[num2].gameObject;
            }
            MonoBehaviour.print("spawn");
            GameObject  gameObject2 = GameObject.Find("LocalPlayer");
            vp_FPCamera vp_FPCamera = (vp_FPCamera)UnityEngine.Object.FindObjectOfType(typeof(vp_FPCamera));
            gameObject2.transform.position = gameObject.transform.position;
            vp_FPCamera.SetRotation(new Vector2(0f, gameObject.transform.eulerAngles.y), true, true);
        }
        else if (array[0] == "sky")
        {
            if (array.Length != 2)
            {
                return;
            }
        }
        else if (array[0] == "sun_shadowbias" || array[0] == "sun_shadows")
        {
            if (array.Length != 2)
            {
                return;
            }
            UnityEngine.Object[] array4 = UnityEngine.Object.FindObjectsOfType(typeof(Light));
            Light light = null;
            UnityEngine.Object[] array5 = array4;
            for (int j = 0; j < array5.Length; j++)
            {
                Light light2 = (Light)array5[j];
                if (light2.type == LightType.Directional)
                {
                    light = light2;
                    break;
                }
            }
            if (light == null)
            {
                return;
            }
            if (array[0] == "sun_shadowbias")
            {
                float shadowBias = 0f;
                if (!float.TryParse(array[1], out shadowBias))
                {
                    return;
                }
                light.shadowBias = shadowBias;
            }
            if (array[0] == "sun_shadows")
            {
                int num3 = 0;
                if (!int.TryParse(array[1], out num3))
                {
                    return;
                }
                switch (num3)
                {
                case 0:
                    light.shadows = LightShadows.None;
                    break;

                case 1:
                    light.shadows = LightShadows.Hard;
                    break;

                case 2:
                    light.shadows = LightShadows.Soft;
                    break;
                }
            }
        }
        if (array[0] == "shadow_cascades")
        {
            if (array.Length != 2)
            {
                return;
            }
            int num4 = 0;
            if (!int.TryParse(array[1], out num4))
            {
                return;
            }
            switch (num4)
            {
            case 0:
                QualitySettings.shadowCascades = 0;
                break;

            case 1:
                QualitySettings.shadowCascades = 2;
                break;

            case 2:
                QualitySettings.shadowCascades = 4;
                break;
            }
        }
        if (array[0] == "shadow_distance")
        {
            if (array.Length != 2)
            {
                return;
            }
            int num5 = 0;
            if (!int.TryParse(array[1], out num5))
            {
                return;
            }
            QualitySettings.shadowDistance = (float)num5;
        }
        if (array[0] == "shadow_projection")
        {
            if (array.Length != 2)
            {
                return;
            }
            int num6 = 0;
            if (!int.TryParse(array[1], out num6))
            {
                return;
            }
            int num7 = num6;
            if (num7 != 0)
            {
                if (num7 == 1)
                {
                    QualitySettings.shadowProjection = ShadowProjection.StableFit;
                }
            }
            else
            {
                QualitySettings.shadowProjection = ShadowProjection.CloseFit;
            }
        }
        if (array[0] == "fx_ssao")
        {
            if (array.Length != 2)
            {
                return;
            }
            if (global::Console.ssao == null)
            {
                global::Console.ssao = (ScreenSpaceAmbientOcclusion)UnityEngine.Object.FindObjectOfType(typeof(ScreenSpaceAmbientOcclusion));
            }
            if (global::Console.ssao == null)
            {
                return;
            }
            int num8 = 0;
            if (!int.TryParse(array[1], out num8))
            {
                return;
            }
            if (num8 > 0)
            {
                global::Console.ssao.enabled = true;
            }
            else
            {
                global::Console.ssao.enabled = false;
            }
        }
        if (array[0] == "fx_sharpness")
        {
            if (array.Length != 2)
            {
                return;
            }
            if (global::Console.sharpness == null)
            {
                global::Console.sharpness = (ContrastEnhance)UnityEngine.Object.FindObjectOfType(typeof(ContrastEnhance));
            }
            if (global::Console.sharpness == null)
            {
                return;
            }
            int num9 = 0;
            if (!int.TryParse(array[1], out num9))
            {
                return;
            }
            if (num9 > 0)
            {
                global::Console.sharpness.enabled = true;
            }
            else
            {
                global::Console.sharpness.enabled = false;
            }
        }
        if (array[0] == "fx_noise")
        {
            if (array.Length != 2)
            {
                return;
            }
            if (global::Console.noise == null)
            {
                global::Console.noise = (NoiseAndGrain)UnityEngine.Object.FindObjectOfType(typeof(NoiseAndGrain));
            }
            if (global::Console.noise == null)
            {
                return;
            }
            int num10 = 0;
            if (!int.TryParse(array[1], out num10))
            {
                return;
            }
            if (num10 > 0)
            {
                global::Console.noise.enabled = true;
            }
            else
            {
                global::Console.noise.enabled = false;
            }
        }
        if (array[0] == "fx_tone")
        {
            if (array.Length != 2)
            {
                return;
            }
            if (global::Console.tone == null)
            {
                global::Console.tone = (Tonemapping)UnityEngine.Object.FindObjectOfType(typeof(Tonemapping));
            }
            if (global::Console.tone == null)
            {
                return;
            }
            int num11 = 0;
            if (!int.TryParse(array[1], out num11))
            {
                return;
            }
            if (num11 > 0)
            {
                global::Console.tone.enabled = true;
            }
            else
            {
                global::Console.tone.enabled = false;
            }
        }
        if (array[0] == "fx_vig")
        {
            if (array.Length != 2)
            {
                return;
            }
            if (global::Console.vig == null)
            {
                global::Console.vig = (VignetteAndChromaticAberration)UnityEngine.Object.FindObjectOfType(typeof(VignetteAndChromaticAberration));
            }
            if (global::Console.vig == null)
            {
                return;
            }
            int num12 = 0;
            if (!int.TryParse(array[1], out num12))
            {
                return;
            }
            if (num12 > 0)
            {
                global::Console.vig.enabled = true;
            }
            else
            {
                global::Console.vig.enabled = false;
            }
        }
        if (array[0] == "fx_dl")
        {
            if (array.Length != 2)
            {
                return;
            }
            if (global::Console.dl == null)
            {
                global::Console.dl = GameObject.Find("Directional light");
            }
            if (global::Console.dl == null)
            {
                return;
            }
            int num13 = 0;
            if (!int.TryParse(array[1], out num13))
            {
                return;
            }
            if (num13 > 0)
            {
                global::Console.dl.SetActive(true);
            }
            else
            {
                global::Console.dl.SetActive(false);
            }
        }
        if (array[0] == "fx_shadowweapon")
        {
            if (array.Length != 2)
            {
                return;
            }
            GameObject gameObject3 = GameObject.Find("maplight");
            if (gameObject3)
            {
                gameObject3.SetActive(false);
            }
        }
        if (array[0] == "fx_lightweapon")
        {
            if (array.Length != 2)
            {
                return;
            }
            GameObject gameObject4 = GameObject.Find("lights");
            if (gameObject4)
            {
                gameObject4.SetActive(false);
            }
        }
        if (array[0] == "devconnect")
        {
            PlayerPrefs.SetInt("localplay", 0);
            array[0] = "connect";
        }
        if (array[0] == "connect")
        {
            if (array.Length < 3)
            {
                Client.cs.Connect();
                return;
            }
            Client.IP = array[1];
            int.TryParse(array[2], out Client.PORT);
            if (array.Length == 4)
            {
                Client.PASSWORD = array[3];
            }
            else
            {
                Client.PASSWORD = string.Empty;
            }
            Client.cs.Connect();
        }
        if (array[0] == "deadcam")
        {
            DeadCam.SetActive(true);
        }
        if (array[0] == "test")
        {
            Award.SetPoints(100);
            Award.SetCustomPoints(23, 0);
        }
        if (array[0] == "sens")
        {
            if (array.Length != 2)
            {
                return;
            }
            float num14;
            if (!float.TryParse(array[1], out num14))
            {
                return;
            }
            vp_FPCamera.SetMouseSensitivity(num14);
            Options.sens = num14;
            PlayerPrefs.SetFloat("sens", num14);
        }
        if (array[0] == "zoomsens")
        {
            if (array.Length != 2)
            {
                return;
            }
            float num15;
            if (!float.TryParse(array[1], out num15))
            {
                return;
            }
            vp_FPCamera.SetZoomSensitivity(num15);
            Options.zoomsens = num15;
            PlayerPrefs.SetFloat("zoomsens", num15);
        }
        if (array[0] == "disconnect")
        {
            GameObject gameObject5 = GameObject.Find("LocalPlayer");
            GameObject gameObject6 = GameObject.Find("Sky");
            GameObject gameObject7 = GameObject.Find("Sky Manager");
            GameObject gameObject8 = GameObject.Find("GUI");
            GameObject gameObject9 = GameObject.Find("Core");
            if (gameObject5)
            {
                UnityEngine.Object.Destroy(gameObject5);
            }
            if (gameObject6)
            {
                UnityEngine.Object.Destroy(gameObject6);
            }
            if (gameObject7)
            {
                UnityEngine.Object.Destroy(gameObject7);
            }
            if (gameObject8)
            {
                UnityEngine.Object.Destroy(gameObject8);
            }
            if (gameObject9)
            {
                UnityEngine.Object.Destroy(gameObject9);
            }
            Client.cs.CloseClient();
            Application.LoadLevel("main");
            Screen.lockCursor = false;
            Cursor.visible    = true;
        }
        if (array[0] == "crosshair_size")
        {
            if (array.Length != 2)
            {
                return;
            }
            int crosshairSize;
            if (!int.TryParse(array[1], out crosshairSize))
            {
                return;
            }
            Crosshair.SetCrosshairSize(crosshairSize);
        }
        if (array[0] == "crosshair_color")
        {
            if (array.Length != 4)
            {
                return;
            }
            int r;
            if (!int.TryParse(array[1], out r))
            {
                return;
            }
            int g;
            if (!int.TryParse(array[2], out g))
            {
                return;
            }
            int b;
            if (!int.TryParse(array[3], out b))
            {
                return;
            }
            Crosshair.SetCrosshairColor(r, g, b);
        }
        if (array[0] == "disableskymanager")
        {
        }
        if (array[0] == "atest")
        {
            Award.SetDeath(26, 0);
        }
        if (array[0] == "chat")
        {
            if (array.Length != 2)
            {
                return;
            }
            int num16;
            if (!int.TryParse(array[1], out num16))
            {
                return;
            }
            if (num16 == 0)
            {
                Message.blockchat = true;
            }
            else
            {
                Message.blockchat = false;
            }
        }
        if (array[0] == "hud")
        {
            if (array.Length != 2)
            {
                return;
            }
            int num17 = 0;
            if (!int.TryParse(array[1], out num17))
            {
                return;
            }
            if (num17 == 0 || num17 == 2)
            {
                HUD.ForceHide(true);
                Crosshair.ForceHide(true);
                Message.ForceHide(true);
                ScoreTop.SetActive(false);
                PlayerNames.SetActive(false);
                GameObject gameObject10 = GameObject.Find("WeaponCamera");
                if (num17 == 2)
                {
                    gameObject10.GetComponent <Camera>().cullingMask = -2147483648;
                    Crosshair.ForceHide(false);
                }
                else
                {
                    gameObject10.GetComponent <Camera>().cullingMask = 0;
                }
            }
            else if (num17 == 3)
            {
                HUD.ForceHide(true);
                Crosshair.ForceHide(true);
                Message.ForceHide(false);
                ScoreTop.SetActive(true);
                PlayerNames.SetActive(true);
                GameObject gameObject11 = GameObject.Find("WeaponCamera");
                gameObject11.GetComponent <Camera>().cullingMask = 0;
            }
            else
            {
                HUD.ForceHide(false);
                Crosshair.ForceHide(false);
                Message.ForceHide(false);
                ScoreTop.SetActive(true);
                PlayerNames.SetActive(true);
                GameObject gameObject12 = GameObject.Find("WeaponCamera");
                gameObject12.GetComponent <Camera>().cullingMask = -2147483648;
            }
        }
        if (array[0] == "spectator")
        {
            if (array.Length != 2)
            {
                return;
            }
            int num18 = 0;
            if (!int.TryParse(array[1], out num18))
            {
                return;
            }
            if (num18 == 1)
            {
                SpecCam.show = true;
                Client.cs.send_chooseteam(255);
                GameObject gameObject13 = GameObject.Find("WeaponCamera");
                gameObject13.GetComponent <Camera>().cullingMask = 0;
            }
            else
            {
                SpecCam.show = false;
                Client.cs.send_chooseteam(3);
                GameObject gameObject14 = GameObject.Find("WeaponCamera");
                gameObject14.GetComponent <Camera>().cullingMask = -2147483648;
            }
        }
        if (array[0] == "m_steps")
        {
            if (array.Length != 2)
            {
                return;
            }
            int num19 = 0;
            if (!int.TryParse(array[1], out num19))
            {
                return;
            }
            if (num19 > 20)
            {
                num19 = 20;
            }
            if (num19 < 1)
            {
                num19 = 1;
            }
            vp_FPCamera.MouseSmoothSteps = num19;
        }
        if (array[0] == "m_weight")
        {
            if (array.Length != 2)
            {
                return;
            }
            float num20 = 0f;
            if (!float.TryParse(array[1], out num20))
            {
                return;
            }
            if (num20 > 1f)
            {
                num20 = 1f;
            }
            if (num20 < 0f)
            {
                num20 = 0f;
            }
            vp_FPCamera.MouseSmoothWeight = num20;
        }
        if (array[0] == "extralod")
        {
            if (array.Length != 2)
            {
                return;
            }
            int num21 = 0;
            if (!int.TryParse(array[1], out num21))
            {
                return;
            }
            if (num21 == 0)
            {
                PlayerControll.extralod = false;
            }
            else
            {
                PlayerControll.extralod = true;
            }
        }
        if (array[0] == "showfps")
        {
            if (array.Length != 2)
            {
                return;
            }
            int num22 = 0;
            if (!int.TryParse(array[1], out num22))
            {
                return;
            }
            if (num22 == 0)
            {
                global::Console.showfps = false;
            }
            else
            {
                global::Console.showfps = true;
            }
        }
        if (array[0] == "ping")
        {
            if (PlayerPrefs.GetString("devpass") != "6f66a0d73e9894e62fe0ee48c209911b")
            {
                return;
            }
            if (array.Length != 2)
            {
                return;
            }
            int num23 = 0;
            if (!int.TryParse(array[1], out num23))
            {
                return;
            }
            PlayerPrefs.SetInt("ShowPing", num23);
            if (num23 == 1)
            {
                global::Ping.cs.ShowPing(true);
            }
            else
            {
                global::Ping.cs.ShowPing(false);
            }
        }
        if (array[0] == "nord")
        {
            if (array.Length != 2)
            {
                return;
            }
            int num24 = 0;
            if (!int.TryParse(array[1], out num24))
            {
                return;
            }
            if (num24 == 0)
            {
                PlayerControll.nord = false;
            }
            else
            {
                PlayerControll.nord = true;
            }
        }
        if (array[0] == "devunlock")
        {
        }
        if (array[0] == "devnext")
        {
        }
        if (array[0] == "forcewin")
        {
            Client.cs.send_consolecmd(array[0], string.Empty);
        }
        if (array[0] == "name")
        {
            if (array.Length != 2)
            {
                return;
            }
            MonoBehaviour.print(array[0] + array[1]);
            Client.cs.send_consolecmd(array[0], array[1]);
        }
        else if (array[0] == "kill")
        {
            Client.cs.send_consolecmd(array[0], string.Empty);
        }
        else if (array[0] == "rcon")
        {
            if (array.Length != 2)
            {
                return;
            }
            Client.cs.send_consolecmd(array[0], array[1]);
        }
        else if (array[0] == "kick")
        {
            if (array.Length != 2)
            {
                return;
            }
            Client.cs.send_consolecmd(array[0], array[1]);
        }
        else if (array[0] == "banlist")
        {
            Client.cs.send_consolecmd(array[0], string.Empty);
        }
        else if (array[0] == "ban")
        {
            if (array.Length != 2)
            {
                return;
            }
            Client.cs.send_consolecmd(array[0], array[1]);
        }
        else if (array[0] == "password")
        {
            if (array.Length != 2)
            {
                return;
            }
            Client.cs.send_consolecmd(array[0], array[1]);
        }
        else if (array[0] == "startmoney")
        {
            if (array.Length != 2)
            {
                return;
            }
            int num25;
            if (!int.TryParse(array[1], out num25))
            {
                return;
            }
            Client.cs.send_consolecmd(array[0], array[1]);
        }
        else if (array[0] == "fraglimit")
        {
            if (array.Length != 2)
            {
                return;
            }
            int num26;
            if (!int.TryParse(array[1], out num26))
            {
                return;
            }
            Client.cs.send_consolecmd(array[0], array[1]);
        }
        else if (array[0] == "rr" || array[0] == "restart")
        {
            Client.cs.send_consolecmd(array[0], string.Empty);
        }
        else if (array[0] == "live")
        {
            Client.cs.send_consolecmd(array[0], string.Empty);
        }
        else if (array[0] == "skin_test")
        {
            if (array.Length != 2)
            {
                return;
            }
            Texture2D   textureByName = TEX.GetTextureByName(array[1]);
            vp_FPWeapon vp_FPWeapon   = (vp_FPWeapon)UnityEngine.Object.FindObjectOfType(typeof(vp_FPWeapon));
            if (vp_FPWeapon.m_WeaponCoreModel != null && textureByName != null)
            {
                Component[] componentsInChildren = vp_FPWeapon.m_WeaponCoreModel.GetComponentsInChildren(typeof(Renderer));
                for (int k = 0; k < componentsInChildren.Length; k++)
                {
                    Renderer renderer = (Renderer)componentsInChildren[k];
                    if (!(renderer.name == "merc_hands"))
                    {
                        if (!(renderer.name == "warcorp_hands"))
                        {
                            renderer.materials[0].SetTexture(0, textureByName);
                        }
                    }
                }
            }
        }
    }
예제 #42
0
    /// <summary>
    /// 
    /// </summary>
    protected override void Awake()
    {
        base.Awake();

        m_Inventory = Manager.Player.GetComponent<vp_Inventory>();
        m_FPCamera = Manager.Player.GetComponentInChildren<vp_FPCamera>();

        m_WeaponItems = m_FPCamera.GetComponentsInChildren<vp_ItemIdentifier>().ToList();

        // sort the weapons alphabetically
        IComparer comparer = new WeaponComparer();
        m_WeaponItems.Sort(comparer.Compare);
    }
예제 #43
0
 /// <summary>
 /// cache all the necessary properties here
 /// </summary>
 protected virtual void Awake()
 {
     m_Player = GameObject.FindObjectOfType(typeof(vp_FPPlayerEventHandler)) as vp_FPPlayerEventHandler;
     m_Camera = GameObject.FindObjectOfType(typeof(vp_FPCamera)) as vp_FPCamera;
     m_Controller = GameObject.FindObjectOfType(typeof(vp_FPController)) as vp_FPController;
     m_Audio = gameObject.AddComponent<AudioSource>(); // add a new audio source for this class to use
 }
예제 #44
0
    // Use this for initialization
    protected override void Awake()
    {
        base.Awake();

        // initial setup
        m_Audio = GetComponent<AudioSource>();
        m_CharacterController = gameObject.GetComponent<CharacterController>();
        m_Controller = (vp_FPController)transform.root.GetComponentInChildren(typeof(vp_FPController));
        m_Player  = (ac_FPParkourEventHandler)transform.root.GetComponentInChildren(typeof(ac_FPParkourEventHandler));
        m_Camera = GetComponentInChildren<vp_FPCamera>();
        m_Transform = transform;
        m_FootstepManager = (vp_FootstepManager)transform.root.GetComponentInChildren(typeof(vp_FootstepManager));

        m_currentDoubleJump = DoubleJumpCount ;
        m_CanWallRunAgain = Time.time;
        m_CanDashAgain = Time.time;
        m_CanGroundslideAgain = Time.time;

        // spawn the parkour arm at world origin and hide it
        if(ParkourArmPrefab != null)
        {
            ParkourArmPrefab = (GameObject)Object.Instantiate(ParkourArmPrefab,Vector3.zero,Quaternion.identity);
            ParkourArmPrefab.SetActive(false);
        }
    }
예제 #45
0
 void Awake()
 {
     bridge       = GetComponent <FPPlayerLuaBridge>();
     fpController = GetComponentInChildren <vp_FPController>();
     fpCamera     = GetComponentInChildren <vp_FPCamera>();
 }
예제 #46
0
    /// <summary>
    ///
    /// </summary>
    protected virtual void Awake()
    {
        Player = (vp_FPPlayerEventHandler)transform.root.GetComponentInChildren(typeof(vp_FPPlayerEventHandler));

        m_FPCamera = GetComponentInChildren <vp_FPCamera>();
    }
예제 #47
0
	/// <summary>
	/// 
	/// </summary>
	void Start()
	{

		if (Player == null)
		{
			vp_Utility.Activate(gameObject, false);
			Debug.LogWarning("Warning (" + this + ") No player gameobject assigned. Disabling demo.");
			return;
		}

		m_FPSCamera = (vp_FPCamera)Component.FindObjectOfType(typeof(vp_FPCamera));

		m_Demo = new vp_FPSDemoManager(Player);
		m_Demo.CurrentFullScreenFadeTime = Time.time;
		m_Demo.DrawCrosshair = false;

		m_Demo.Input.MouseCursorZones = new Rect[3];
		m_Demo.Input.MouseCursorZones[0] = new Rect((Screen.width * 0.5f) - 370, 40, 80, 80);
		m_Demo.Input.MouseCursorZones[1] = new Rect((Screen.width * 0.5f) + 290, 40, 80, 80);
		m_Demo.Input.MouseCursorZones[2] = new Rect(0, 0, 150, Screen.height);
		vp_Utility.LockCursor = false;

		m_LookPoints[1] = new Vector3(129.3f, 122, -186);
		m_LookPoints[2] = new Vector3(129.3f, 85, -186);
		m_LookPoints[3] = new Vector3(147, 85, -186);
		m_LookPoints[4] = new Vector3(12, 85, -214);
		m_LookPoints[5] = new Vector3(129, 122, -118);
		m_LookPoints[6] = new Vector3(125.175f, 106.1071f, -97.58212f);
		m_LookPoints[7] = new Vector3(119.6f, 104.2f, -89.1f);
		m_LookPoints[8] = new Vector3(129, 112, -150);


		// prevent regular event handler weapon switching events
		m_Demo.PlayerEventHandler.SetWeapon.Disallow(10000000);
		m_Demo.PlayerEventHandler.SetPrevWeapon.Try = delegate() { return false; };
		m_Demo.PlayerEventHandler.SetNextWeapon.Try = delegate() { return false; };

		// manually register our fallimpact method with the player event handler
		// NOTE: this is not the typical event handler workflow. see the manual
		// event handler chapter for more info
		m_Demo.PlayerEventHandler.FallImpact.Register(this, "FallImpact", 0);

	}
예제 #48
0
    /// <summary>
    /// 
    /// </summary>
    protected override void Start()
    {
        base.Start();

        m_Controller = (vp_FPController)Root.GetComponent(typeof(vp_FPController));
        m_Camera = (vp_FPCamera)Root.GetComponentInChildren(typeof(vp_FPCamera));
        m_Weapon = (vp_FPWeapon)Transform.GetComponent(typeof(vp_FPWeapon));
    }
예제 #49
0
    public static void Spawn(float x, float y, float z, float angle)
    {
        GameObject      gameObject      = GameObject.Find("LocalPlayer");
        vp_FPCamera     vp_FPCamera     = (vp_FPCamera)UnityEngine.Object.FindObjectOfType(typeof(vp_FPCamera));
        vp_FPController vp_FPController = (vp_FPController)UnityEngine.Object.FindObjectOfType(typeof(vp_FPController));

        gameObject.transform.position = new Vector3(x, y, z);
        vp_FPCamera.SetRotation(new Vector2(0f, angle), true, true);
        ChooseTeam.SetActive(false);
        vp_FPCamera.SetMouseFreeze(false);
        vp_FPController.m_CharacterController.enabled = true;
        BasePlayer.health = 100;
        Crosshair.SetActive(true);
        Crosshair.forceLockCursor = true;
        HUD.SetActive(true);
        HUD.cs.OnResize();
        BasePlayer.deadflag = 0;
        if (Client.ID != -1)
        {
            PlayerControll.Player[Client.ID].DeadFlag = 0;
        }
        vp_FPInput.cs.AllowGameplayInput = true;
        BasePlayer.selectedGrenade       = 0;
        vp_FPInput.grenadeThrowStarting  = false;
        vp_FPInput.grenadeThrowEnding    = false;
        vp_FPInput.fastGrenade           = false;
        vp_FPInput.mouseDown             = false;
        vp_FPInput.mouseUp = false;
        if (GameData.restartroundmode != 1 && ScoreBoard.gamemode != 0)
        {
            vp_FPWeapon.RemoveAllMapWeapon();
            vp_FPWeapon.RemoveAllMapSmoke();
        }
        CutoffFX.RemoveFX();
        vp_FPCamera.cs.SetFlashFX(0f, 3.5f);
        BlackScreen.SetActive(false);
        Zombie.SetInfectedScreen(false);
        Zombie.repelVector = Vector2.zero;
        if (Client.ID != -1)
        {
            PlayerControll.Player[Client.ID].bomb = false;
        }
        if (Client.ID != -1)
        {
            PlayerControll.Player[Client.ID].defuse = false;
        }
        ScoreTop.UpdateData();
        if (BasePlayer.weapon[0] == null)
        {
            BasePlayer.weapon[0] = null;
        }
        else
        {
            BasePlayer.weapon[0] = new CWeapon(WeaponData.GetData(BasePlayer.weapon[0].data.wid));
        }
        if (BasePlayer.weapon[1] == null)
        {
            BasePlayer.weapon[1] = new CWeapon(WeaponData.GetData(1));
        }
        else
        {
            BasePlayer.weapon[1] = new CWeapon(WeaponData.GetData(BasePlayer.weapon[1].data.wid));
        }
        if (BasePlayer.weapon[2] == null)
        {
            BasePlayer.weapon[2] = new CWeapon(WeaponData.GetData(28));
        }
        BasePlayer.weapon[3] = null;
        if (BasePlayer.weapon[4] == null)
        {
            BasePlayer.weapon[4] = null;
        }
        BasePlayer.weapon[5] = null;
        BasePlayer.weapon[6] = null;
        if (BasePlayer.weapon[7] == null)
        {
            BasePlayer.weapon[7] = new CWeapon(WeaponData.GetData(31));
        }
        if (BasePlayer.weapon[9] == null)
        {
            BasePlayer.weapon[9] = new CWeapon(WeaponData.GetData(26));
        }
        BasePlayer.currweapon = null;
        BasePlayer.CalcAmmo();
        vp_FPWeaponHandler.cs.m_CurrentWeaponID = 0;
        if (BasePlayer.weapon[0] != null)
        {
            vp_FPInput.cs.Player.SetWeaponByName.Try(BasePlayer.weapon[0].data.selectName);
        }
        else if (BasePlayer.weapon[1] != null)
        {
            vp_FPInput.cs.Player.SetWeaponByName.Try(BasePlayer.weapon[1].data.selectName);
        }
        else if (BasePlayer.weapon[2] != null)
        {
            vp_FPInput.cs.Player.SetWeaponByName.Try(BasePlayer.weapon[2].data.selectName);
        }
        BasePlayer.lastdroppeduid = -1;
        BuyMenu.ShowBuy(x, y, z);
        HitEffect.Reset();
        SpecCam.SetActive(false);
        DeadCam.SetActive(false);
        DeadCam.setspectime = 0f;
        Message.ResetMessage();
        HUD.ResetRespawnBar();
        Award.lastaward = 0;
        global::Console.cs.Command("hud 1");
        HUD.PlayStop();
        Message.SetDead(false);
        PlayerNames.hideradar = false;
        C4.GetPlants();
        C4.isplanting        = false;
        C4.isdiffusing       = false;
        BasePlayer.spawntime = Time.time;
        CC.CheckOnce();
    }