void Start() { playerMotor = GetComponent <PlayerMotor>(); frictionMotor = GetComponent <FrictionMotor>(); climbingMotor = GetComponent <ClimbingMotor>(); myTransform = playerMotor.transform; }
private void Start() { playerMotor = GetComponent <PlayerMotor>(); groundMotor = GetComponent <PlayerGroundMotor>(); speedChanger = GetComponent <PlayerSpeedChanger>(); climbingMotor = GetComponent <ClimbingMotor>(); playerCamera = GameManager.Instance.MainCamera; }
void Start() { controller = GetComponent <CharacterController>(); acrobatMotor = GetComponent <AcrobatMotor>(); //playerMotor = GetComponent<PlayerMotor>(); hangingMotor = GetComponent <HangingMotor>(); climbingMotor = GetComponent <ClimbingMotor>(); HeadHitRadius = controller.radius * 0.85f; }
void Start() { playerMotor = GetComponent <PlayerMotor>(); controller = GetComponent <CharacterController>(); frictionMotor = GetComponent <FrictionMotor>(); climbingMotor = GetComponent <ClimbingMotor>(); stepDetector = GetComponent <PlayerStepDetector>(); myTransform = playerMotor.transform; }
void Start() { playerMotor = GetComponent <PlayerMotor>(); controller = GetComponent <CharacterController>(); frictionMotor = GetComponent <FrictionMotor>(); climbingMotor = GetComponent <ClimbingMotor>(); playerScanner = GetComponent <PlayerMoveScanner>(); rappelMotor = GetComponent <RappelMotor>(); myTransform = playerMotor.transform; }
void Start() { playerMotor = GetComponent <PlayerMotor>(); playerEnterExit = GetComponent <PlayerEnterExit>(); climbingMotor = GetComponent <ClimbingMotor>(); mainCamera = GameManager.Instance.MainCamera; restPos = mainCamera.transform.localPosition; bobSpeed = GetComponent <PlayerFootsteps>().WalkStepInterval / 2.0f; // 1.20f; bIsStopping = false; }
private void Start() { player = GameManager.Instance.PlayerEntity; acrobatMotor = GetComponent <AcrobatMotor>(); controller = GetComponent <CharacterController>(); speedChanger = GetComponent <PlayerSpeedChanger>(); groundMotor = GetComponent <PlayerGroundMotor>(); climbingMotor = GetComponent <ClimbingMotor>(); playerScanner = GetComponent <PlayerMoveScanner>(); hangingMotor = GetComponent <HangingMotor>(); }
private void Start() { //player = GameManager.Instance.PlayerEntity; playerMotor = GetComponent <PlayerMotor>(); acrobatMotor = GetComponent <AcrobatMotor>(); levitateMotor = GetComponent <LevitateMotor>(); controller = GetComponent <CharacterController>(); speedChanger = GetComponent <PlayerSpeedChanger>(); groundMotor = GetComponent <PlayerGroundMotor>(); rappelMotor = GetComponent <RappelMotor>(); climbingMotor = GetComponent <ClimbingMotor>(); scanner = GetComponent <PlayerMoveScanner>(); //camTransform = GameManager.Instance.MainCamera.transform; }
private void Start() { player = GameManager.Instance.PlayerEntity; acrobatMotor = GetComponent <AcrobatMotor>(); controller = GetComponent <CharacterController>(); speedChanger = GetComponent <PlayerSpeedChanger>(); groundMotor = GetComponent <PlayerGroundMotor>(); climbingMotor = GetComponent <ClimbingMotor>(); playerScanner = GetComponent <PlayerMoveScanner>(); //hangingMotor = GetComponent<HangingMotor>(); // Prevent save while rappeling, erializing that case is not worth the trouble GameManager.Instance.SaveLoadManager.RegisterPreventSaveCondition(() => rappelStage != RappelStage.Inactive); }
void Start() { controller = GetComponent <CharacterController>(); speedChanger = GetComponent <PlayerSpeedChanger>(); myTransform = transform; speed = speedChanger.GetBaseSpeed(); jumpTimer = antiBunnyHopFactor; climbingMotor = GetComponent <ClimbingMotor>(); heightChanger = GetComponent <PlayerHeightChanger>(); levitateMotor = GetComponent <LevitateMotor>(); frictionMotor = GetComponent <FrictionMotor>(); // Allow for resetting specific player state on new game or when game starts loading SaveLoadManager.OnStartLoad += SaveLoadManager_OnStartLoad; StartGameBehaviour.OnNewGame += StartGameBehaviour_OnNewGame; }
void Start() { controller = GetComponent <CharacterController>(); speedChanger = GetComponent <PlayerSpeedChanger>(); speed = speedChanger.GetBaseSpeed(); groundMotor = GetComponent <PlayerGroundMotor>(); climbingMotor = GetComponent <ClimbingMotor>(); heightChanger = GetComponent <PlayerHeightChanger>(); levitateMotor = GetComponent <LevitateMotor>(); frictionMotor = GetComponent <FrictionMotor>(); acrobatMotor = GetComponent <AcrobatMotor>(); // Allow for resetting specific player state on new game or when game starts loading SaveLoadManager.OnStartLoad += SaveLoadManager_OnStartLoad; StartGameBehaviour.OnNewGame += StartGameBehaviour_OnNewGame; }
private void Start() { playerMotor = GetComponent <PlayerMotor>(); controller = GetComponent <CharacterController>(); headBobber = GetComponent <HeadBobber>(); mainCamera = GameManager.Instance.MainCamera; levitateMotor = GetComponent <LevitateMotor>(); climbingMotor = GetComponent <ClimbingMotor>(); camSwimLevel = controllerSwimHeight / 2f; camCrouchLevel = controllerCrouchHeight / 2f; camStandLevel = controllerStandingHeight / 2f; camRideLevel = controllerRideHeight / 2f - eyeHeight; //camSwimToCrouchDist = (controllerCrouchHeight - controllerSwimHeight) / 2f; camCrouchToStandDist = (controllerStandingHeight - controllerCrouchHeight) / 2f; //camStandToRideDist = (controllerRideHeight - controllerStandHeight) / 2f; // Use event to set whether player is crouched on load SaveLoadManager.OnStartLoad += SaveLoadManager_OnStartLoad; }