public override void Init() { vida = 100; sprintTime = 0; tiredTime = 0; running = false; hitSound = new TgcStaticSound(); breathSound = new TgcStaticSound(); walkSound = new TgcStaticSound(); runSound = new TgcStaticSound(); sniper = new Sniper(); sniper.Init(); launcher = new RocketLauncher(); launcher.Init(); weapon = sniper; weapon.muzzle.scale = weapon.scaleMuzzle; //Mesh auxiliar para el sonido TgcSceneLoader loader = new TgcSceneLoader(); TgcScene scene2 = loader.loadSceneFromFile(GuiController.Instance.AlumnoEjemplosMediaDir + "Los_Borbotones\\Meshes\\svd\\svd-TgcScene.xml"); meshAuxiliarParaSonido = scene2.Meshes[0]; //hago que los 3dSound sigan al arma GuiController.Instance.DirectSound.ListenerTracking = meshAuxiliarParaSonido; ///////////////CONFIGURAR CAMARA PRIMERA PERSONA CUSTOM////////////////// //Camara en primera persona, tipo videojuego FPS //Solo puede haber una camara habilitada a la vez. Al habilitar la camara FPS se deshabilita la camara rotacional //Por default la camara FPS viene desactivada GuiController.Instance.RotCamera.Enable = false; CustomFpsCamera.Instance.Enable = true; GuiController.Instance.CurrentCamera = CustomFpsCamera.Instance; //Configurar posicion y hacia donde se mira CustomFpsCamera.Instance.setCamera(new Vector3(0, 930, 0), new Vector3(-400, 930, 0)); prevEye = CustomFpsCamera.Instance.eye; //cargar sonido breathSound.loadSound(breathingSoundDir, HUDManager.Instance.PLAYER_VOLUME); hitSound.loadSound(hitSoundDir, HUDManager.Instance.PLAYER_VOLUME); //reproducir sonido de respawn playSound(walkSound, walkSoundDir, true); playSound(runSound, runSoundDir, true); runSound.stop(); walkSound.stop(); }