void Start() { dfUnity = DaggerfallUnity.Instance; streamingWorld = GameObject.FindObjectOfType <StreamingWorld>(); titleScreen = GameObject.FindObjectOfType <ShowTitleScreen>(); //songPlayer = GameObject.FindObjectOfType<DaggerfallSongPlayer>(); playerEnterExit = GetComponent <PlayerEnterExit>(); //if (songPlayer) // songPlayer.Song = SongFilesAll.song_03; }
void Start() { playerGPS = GetComponent <PlayerGPS>(); playerEnterExit = GetComponent <PlayerEnterExit>(); if (RainParticles) { RainParticles.SetActive(false); } if (SnowParticles) { SnowParticles.SetActive(false); } }
void Start() { dfUnity = DaggerfallUnity.Instance; streamingWorld = GameObject.FindObjectOfType <StreamingWorld>(); playerEnterExit = GetComponent <PlayerEnterExit>(); playerGPS = GetComponent <PlayerGPS>(); playerMotor = GetComponent <PlayerMotor>(); playerMouseLook = GameObject.FindObjectOfType <PlayerMouseLook>(); titleScreen = GameObject.FindObjectOfType <ShowTitleScreen>(); // Get starting run speed if (playerMotor) { startRunSpeed = playerMotor.runSpeed; } }
void Start() { dfUnity = DaggerfallUnity.Instance; songPlayer = GetComponent <DaggerfallSongPlayer>(); // Try to find local player GPS if not set if (LocalPlayerGPS == null) { GameObject player = GameObject.FindGameObjectWithTag("Player"); if (player) { LocalPlayerGPS = player.GetComponent <PlayerGPS>(); } } // Get required player components if (LocalPlayerGPS) { playerEnterExit = LocalPlayerGPS.GetComponent <PlayerEnterExit>(); playerWeather = LocalPlayerGPS.GetComponent <PlayerWeather>(); } }
void Start() { // Store references dfUnity = DaggerfallUnity.Instance; dfAudioSource = GetComponent <DaggerfallAudioSource>(); playerMotor = GetComponent <PlayerMotor>(); playerEnterExit = GetComponent <PlayerEnterExit>(); // Add our own custom audio source at runtime as we need to change the pitch of footsteps. // We don't want that affecting to other sounds on this game object. customAudioSource = gameObject.AddComponent <AudioSource>(); customAudioSource.hideFlags = HideFlags.HideInInspector; customAudioSource.playOnAwake = false; customAudioSource.loop = false; customAudioSource.dopplerLevel = 0f; // Set start position lastPosition = GetHorizontalPosition(); // Set starting footsteps currentFootstepSound = FootstepSoundNormal; }
void Start() { dfUnity = DaggerfallUnity.Instance; playerEnterExit = GetComponent <PlayerEnterExit>(); }
void Start() { dfUnity = DaggerfallUnity.Instance; streamingWorld = GameObject.FindObjectOfType<StreamingWorld>(); playerEnterExit = GetComponent<PlayerEnterExit>(); playerGPS = GetComponent<PlayerGPS>(); playerMotor = GetComponent<PlayerMotor>(); playerMouseLook = GameObject.FindObjectOfType<PlayerMouseLook>(); titleScreen = GameObject.FindObjectOfType<ShowTitleScreen>(); // Get starting run speed if (playerMotor) startRunSpeed = playerMotor.runSpeed; // Get starting torch range if (PlayerTorch != null) startTorchRange = PlayerTorch.range; }
void Start() { // Store references dfUnity = DaggerfallUnity.Instance; dfAudioSource = GetComponent<DaggerfallAudioSource>(); playerMotor = GetComponent<PlayerMotor>(); playerEnterExit = GetComponent<PlayerEnterExit>(); // Add our own custom audio source at runtime as we need to change the pitch of footsteps. // We don't want that affecting to other sounds on this game object. customAudioSource = gameObject.AddComponent<AudioSource>(); customAudioSource.hideFlags = HideFlags.HideInInspector; customAudioSource.playOnAwake = false; customAudioSource.loop = false; customAudioSource.dopplerLevel = 0f; customAudioSource.spatialBlend = 0f; // Set start position lastPosition = GetHorizontalPosition(); // Set starting footsteps currentFootstepSound = FootstepSoundNormal; }
public float RayDistance = 2.0f; // Distance of ray check, tune this to your scale and preference void Start() { playerGPS = GetComponent <PlayerGPS>(); playerEnterExit = GetComponent <PlayerEnterExit>(); mainCamera = GameObject.FindGameObjectWithTag("MainCamera"); }
void Start() { playerGPS = GetComponent<PlayerGPS>(); playerEnterExit = GetComponent<PlayerEnterExit>(); mainCamera = GameObject.FindGameObjectWithTag("MainCamera"); }
void Start() { playerEnterExit = GetComponent <PlayerEnterExit>(); StartCoroutine(ManageAmbientLight()); }
void Start() { dfUnity = DaggerfallUnity.Instance; playerEnterExit = GetComponent<PlayerEnterExit>(); }
void Start() { playerGPS = GetComponent<PlayerGPS>(); playerEnterExit = GetComponent<PlayerEnterExit>(); if (RainParticles) RainParticles.SetActive(false); if (SnowParticles) SnowParticles.SetActive(false); }