private void LoadPlayer() { // Setup variables Animator = Controller.Animator; Animator.Networker = this; Animator.Initialize(Controller); if (!IsOwner) { } else { Instance = this; foreach (Hitbox hitbox in GetComponentsInChildren <Hitbox>()) { hitbox.gameObject.layer = 13; } Enviro.TeamBasedColor.Instance.UpdateColors(nv_Team.Value); Settings.GameSettingsManager.Instance.ApplySettings(); } // Disable / Enable Controller.isOwner = IsOwner; foreach (GameObject go in DisableObjects) { go.SetActive(IsOwner); } }
private void Start() { // Setup variables //State.Health = MaxHealth; State.Stamina = MaxStamina; // Subscribe to callbacks OnSelectedWeaponChanged += ChangeWeapon; // We do this here to avoid any weird reference stuff Animator.ModelRefrences.Initialize(); // Initialize weapons for (int i = 0; i < AllWeapons.Count; i++) { AllWeapons[i].Initialize(this); } // Disable all of the other weapon game objects for (int i = 0; i < AllWeapons.Count; i++) { AllWeapons[i].Disable(); } // And enable our weapon GetWeaponByID(EquippedWeaponsID[SelectedWeapon]).Enable(); // Setup movement attributes Motor.B_Attr = GetWeaponByID(EquippedWeaponsID[SelectedWeapon]).MovementAttributes; // Initialize hitboxes foreach (Hitbox hitbox in GetComponentsInChildren <Hitbox>()) { hitbox.Controller = this; } Input.Initialize(); Motor.Initialize(Input, this); Camera.Initialize(Input, this); Animator.Initialize(this); HUD.Initialize(this); // We do this here so that we don't run into any null reference issue f***s // As much as I hate hacky code, I don't hate sleep Networker.Spawn(Vector4.zero, Networker.nv_SpawnPoint.Value); }