예제 #1
0
    public static int guiDepth = 0;                  // define  a static gui depth variable in all other gui classes and use in OnGui() as shown ahead



    void Awake()
    {
        FPS_Player     = this.gameObject;
        m_Player       = FPS_Player.transform.GetComponent <vp_FPPlayerEventHandler>();
        m_Input        = FPS_Player.transform.GetComponent <vp_FPInput>();
        isInPauseState = false;
    }
예제 #2
0
    /// <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>();
    }
        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 #4
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 #5
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 #6
0
	/// <summary>
	/// hooks up the FPSCamera object to the inspector target
	/// </summary>
	public void OnEnable()
	{

		m_Component = (vp_FPInput)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 #7
0
    // Use this for initialization
    void Start()
    {
        /* Regular First Person Controller stuff */
        //playerML = GameObject.FindGameObjectWithTag("Player").GetComponent<MouseLook>();
        //cameraML = Camera.main.GetComponent<MouseLook>();

        /* For Hero character controller */
        //playerML = GameObject.FindGameObjectWithTag("Player").GetComponent<vp_FPInput>();
        //crosshair = GameObject.FindGameObjectWithTag("Player").GetComponent<vp_SimpleCrosshair>();
        playerML  = player.GetComponent <vp_FPInput>();
        crosshair = player.GetComponent <vp_SimpleCrosshair>();
        oldVec    = playerML.GetMouseLookSensitivity();
        PauseGUI.SetActive(false);
        crosshair.SetPaused(false);
        newVec = new Vector2(0.0f, 0.0f);
    }
예제 #8
0
    /// <summary>
    /// hooks up the FPSCamera object to the inspector target
    /// </summary>
    public void OnEnable()
    {
        m_Component = (vp_FPInput)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 #9
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;
    }
        internal static void UpdateAll(vp_FPInput instance)
        {
            try
            {
                Reg.Update(instance.FPPlayer);

                foreach (Keybind keybind in KeybindRegistry.keybinds)
                {
                    keybind.Update(instance.FPPlayer);
                }
            }
            catch (Exception ex)
            {
                Log.Write(ex);
            }
        }
예제 #11
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 #12
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 #13
0
 // Use this for initialization
 void Start()
 {
     input = GetComponent <vp_FPInput>();
 }
예제 #14
0
 protected virtual void Awake()
 {
     vp_FPInput.cs   = this;
     this.Player     = (vp_FPPlayerEventHandler)base.transform.root.GetComponentInChildren(typeof(vp_FPPlayerEventHandler));
     this.m_FPCamera = base.GetComponentInChildren <vp_FPCamera>();
 }
예제 #15
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
        }