void initiate()
 {
     gunManagerMasterScript = GetComponent <GunManager_Master>();
     playerTransform        = GameManager_References._player.transform;
     findWeaponCamera(playerTransform);
     setCameraOnDynamicCrosshairCanvas();
     setPlaneDistanceOnDynamicCrosshairCanvas();
 }
 void initiate()
 {
     gunManagerMasterScript = GetComponent <GunManager_Master>();
     if (GetComponent <Animator>() != null)
     {
         myAnimator = GetComponent <Animator>();
     }
 }
예제 #3
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        //void Update()
        //{
        //    if (Time.timeScale == 0)
        //        resetGun();
        //}

        void initiate()
        {
            gunManagerMasterScript = GetComponent <GunManager_Master>();
            //gameManagerMasterScript = GameManager_References._player.GetComponent<GameManager_Master>();

            if (GetComponent <ItemManager_Master>() != null)
            {
                itemManagerMasterScript = GetComponent <ItemManager_Master>();
            }
        }
예제 #4
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 void initiate()
 {
     gunManagerMasterScript = GetComponent <GunManager_Master>();
     if (GetComponent <Animator>() != null)
     {
         myAnimator = GetComponent <Animator>();
     }
     if (GameManager_References._player != null)
     {
         playerManagerMasterScript = GameManager_References._player.GetComponent <PlayerManager_Master>();
         myAmmoBox = GameManager_References._player.GetComponent <PlayerManager_AmmoBox>();
     }
 }
 void initiate()
 {
     gunManagerMasterScript = GetComponent <GunManager_Master>();
 }
 void initiate()
 {
     gunManagerMasterScript             = GetComponent <GunManager_Master>();
     myTransform                        = transform;
     gunManagerMasterScript.isGunLoaded = true; //Enables player to shoot right away
 }
예제 #7
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 void initiate()
 {
     gunManagerMasterScript = GetComponent <GunManager_Master>();
     gunStdInput            = GetComponent <GunManager_StandardInput>();
     updateFireModeUI();
 }
 void initiate()
 {
     gunManagerMasterScript = GetComponent <GunManager_Master>();
     myTransform            = transform;
 }