public virtual void OnStart() { gameObject.mLayerMask.AddLayer(LayerMask.Layers.LAYER_NORAYCAST); // Disable Collision trigger stuff triggerPhysics = gameObject.RequireComponent<CPhysics>(); triggerPhysics.mColliderType = 0; // static triggerPhysics.mIsTriggered = true; // Disable collision response // Disable CMeshRenderer triggerMesh = gameObject.RequireComponent<CMeshRenderer>(); triggerMesh.setEnabled(false); }
public void OnStart() { if (gameObject.transform.GetParent() != null) { gameObject.transform.SetParent(null); } speedX = 0; speedZ = 0; currSpeed = speedNormal; speedWhenJumped = 0.0f; canJump = true; // playerBox is actually my own gameObject playerBox = gameObject; // GameObject.GetGameObjectByName("PlayerBoxCollider"); playerBoxMesh = playerBox.RequireComponent<CMeshRenderer>(); playerBoxMesh.setEnabled(false); playerCamera = Common.GetStealthPlayerCamera(); playerCamScript = GetScript<FirstPersonCamera>(playerCamera); player = Common.GetStealthPlayerMesh(); anim = player.RequireComponent<CAnimationController>(); anim.mIsPlaying = true; playerPhysics = gameObject.RequireComponent<CPhysics>(); playerPhysics.mColliderType = 1; idle = new State(smc, State_Idle_Enter, State_Idle_Update, State_Idle_Exit); move = new State(smc, State_Move_Enter, State_Move_Update, State_Move_Exit); jump = new State(smc, State_Jump_Enter, State_Jump_Update, State_Jump_Exit); crouch = new State(smc, State_Crouch_Enter, State_Crouch_Update, State_Crouch_Exit); sprinting = new State(smc, State_Sprinting_Enter, State_Sprinting_Update, State_Sprinting_Exit, 0.5f); sprinting.NextState = sprinting; notsprinting = new State(smc, State_NotSprinting_Enter, State_NotSprinting_Update, State_NotSprinting_Exit); smc.SetState(idle); sprint_smc.SetState(notsprinting); footstepID = GetSoundComponent().GetUniqueEvent("P1_FOOTSTEPS.vente", 0); }
internal static global::System.Runtime.InteropServices.HandleRef getCPtr(CPhysics obj) { return((obj == null) ? new global::System.Runtime.InteropServices.HandleRef(null, global::System.IntPtr.Zero) : obj.swigCPtr); }
public void OnStart() { player = Common.GetStealthPlayer(); doorPhysics = gameObject.RequireComponent<CPhysics>(); mSound = gameObject.RequireComponent<CSound>(); if (isSingleDoor) { ruDoor = gameObject; } else { uint numChildren = gameObject.transform.GetNumberOfChildren(); if (numChildren >= 2) { for (uint i = 0; i < numChildren; ++i) { GameObject currChild = gameObject.transform.GetChild(i).gameObject; String name = currChild.GetName(); if (ldDoor == null && name == Common.nameForLeftDoor) { ldDoor = currChild; } else if (ruDoor == null && name == Common.nameForRightDoor) { ruDoor = currChild; } } } } isOpen = false; //openDir = 3;//OPENING_DIRECTION.OPEN_LEFT; initPos = gameObject.transform.position; targetPosVal = 0.0f; currTime = 0.0f; if (timeToFullyOpen == 0.0f) timeToFullyOpen = 1.0f; normalDir = gameObject.transform.GetForwardVector(); sideDir = gameObject.transform.GetRightVector(); upDir = gameObject.transform.GetUpVector(); if (ruDoor != null) { ruInitPos = ruDoor.transform.position; if (ldDoor != null) ldInitPos = ldDoor.transform.position; // normalDir = ruDoor.transform.GetForwardVector(); // sideDir = ruDoor.transform.GetRightVector(); // upDir = ruDoor.transform.GetUpVector(); } currNormalDist = 0.0f; isNormalFrontPositive = 0; if (distToCloseForPlayer <= 0.0f) // if set to 0 or negative, default to open distance { distToCloseForPlayer = distToOpenForPlayer; } }
public void OnStart() { oldPos = gameObject.transform.position; playerPhysics = gameObject.RequireComponent<CPhysics>(); }
/* public enum OPENING_DIRECTION { OPEN_LEFT = 0, OPEN_RIGHT, OPEN_UP, OPEN_DOWN, NUM_OPENING_DIRECTIONS }; */ public void OnStart() { player = Common.GetStealthPlayer(); doorPhysics = gameObject.RequireComponent<CPhysics>(); mSound = gameObject.RequireComponent<CSound>(); isOpen = false; //openDir = 3;//OPENING_DIRECTION.OPEN_LEFT; initPos = gameObject.transform.position; targetPosVal = 0.0f; currTime = 0.0f; if (timeToFullyOpen == 0.0f) timeToFullyOpen = 1.0f; normalDir = gameObject.transform.GetForwardVector(); sideDir = gameObject.transform.GetRightVector(); currNormalDist = 0.0f; isNormalFrontPositive = 0; }
public void OnStart() { Camcphy = gameObject.RequireComponent<CPhysics>(); bcc = gameObject.RequireComponent<CMeshColliderComponent>(); //Camcphy.mIsDynamic = true; }
public void OnStart() { ocuMouse = GetScript<OcuMouse>(Common.GetSurveillancePlayerMouse() ); player = Common.GetStealthPlayer(); playerScript = GetScript<FirstPersonPlayer>(player); camera = Common.GetStealthPlayerCamera(); cameraCam = Common.GetSurveillancePlayerStaticCameraCam(); camScript = GetScript<CameraCam>(cameraCam); camRotLimitScript = GetScript<CameraRotationLimit>(gameObject); heldObjectPosition = GameObject.GetGameObjectByName("HeldObjectPosition"); sound = gameObject.RequireComponent<CSound>(); flyingSoundID = sound.GetUniqueEvent("CAM_FLIGHT.vente", 2); camPhysics = gameObject.RequireComponent<CPhysics>(); camPhysics.mColliderType = 1; camMesh = gameObject.RequireComponent<CMeshRenderer>(); mInitialScale = (Vector3)gameObject.transform.GetScale(); nonActive = new State(smc, State_NonActive_Enter, State_NonActive_Update, State_NonActive_Exit); flyingTowardsWall = new State(smc, State_FlyTowardsWall_Enter, State_FlyTowardsWall_Update, State_FlyTowardsWall_Exit); activeOnWall = new State(smc, State_ActiveOnWall_Enter, State_ActiveOnWall_Update, State_ActiveOnWall_Exit); flyingBackToPlayer = new State(smc, State_FlyingBackToPlayer_Enter, State_FlyingBackToPlayer_Update, State_FlyingBackToPlayer_Exit); smc.SetState(nonActive); // Initial state }
internal static global::System.Runtime.InteropServices.HandleRef getCPtr(CPhysics obj) { return (obj == null) ? new global::System.Runtime.InteropServices.HandleRef(null, global::System.IntPtr.Zero) : obj.swigCPtr; }
void InitCar() { foundCar = true; carPhysics = rcCar.RequireComponent<CPhysics>(); carPhysics.mColliderType = 1; currYRotation = rcCar.transform.GetRotation().y; rcCarRigidCom = carPhysics.rigidCom; }