void Start() { anim = GetComponent<Animator>(); controller = GetComponent<CharacterController>(); oldPosX = transform.position.x; oldPosZ = transform.position.z; }
void Awake() { instance = this; characterController = GetComponent<CharacterController>() as CharacterController; this._currentBlock = null; this._currentDirection = PlayerInfo.MovementDirection.NONE; }
void Awake() { playerController = GetComponent<CharacterController>(); entityBehaviour = GetComponent<DaggerfallEntityBehaviour>(); entityBehaviour.OnSetEntity += EntityBehaviour_OnSetEntity; mainCamera = GameManager.Instance.MainCamera; }
// Use this for initialization private void Start() { if (PlayerPrefs.GetInt("Nb change", 0) == 1) Destroy(change1); else if (PlayerPrefs.GetInt("Nb change", 0) == 2) { Destroy(change1); Destroy(change2); } DestroyChange(); Volume.value = 1; m_CharacterController = GetComponent<CharacterController>(); m_Camera = Camera.main; m_OriginalCameraPosition = m_Camera.transform.localPosition; m_FovKick.Setup(m_Camera); m_HeadBob.Setup(m_Camera, m_StepInterval); m_StepCycle = 0f; m_NextStep = m_StepCycle/2f; m_Jumping = false; m_AudioSource = GetComponent<AudioSource>(); m_MouseLook.Init(transform , m_Camera.transform); Listener = GetComponentInChildren<AudioListener>(); if (Application.loadedLevel == 1) m_CharacterController.transform.position = new Vector3(PlayerPrefs.GetFloat("Xpos", 21.9f), PlayerPrefs.GetFloat("Ypos",1),PlayerPrefs.GetFloat("Zpos", -23.32f)); m_CharacterController.transform.rotation= new Quaternion(PlayerPrefs.GetFloat("Xrot", 0), PlayerPrefs.GetFloat("Yrot", 0), PlayerPrefs.GetFloat("Zrot", 0),0); }
void Awake() { controller = GetComponent<CharacterController>(); smoothCamera = GetComponentInChildren<SmoothCameraWithBumper>(); audioSource = GetComponentInChildren<AudioSource>(); anim = GetComponent<Animation>(); }
private GameObject previousGo; // remember so we can get new controller only when it changes. #endregion Fields #region Methods public override void OnUpdate() { var go = Fsm.GetOwnerDefaultTarget(gameObject); if (go == null) return; if (go != previousGo) { controller = go.GetComponent<CharacterController>(); previousGo = go; } if (controller != null) { var move = space == Space.World ? moveVector.Value : go.transform.TransformDirection(moveVector.Value); if (perSecond.Value) { controller.Move(move * Time.deltaTime); } else { controller.Move(move); } } }
// Use this for initialization private void Start() { if (Application.loadedLevelName == "Sanctuary") { Sprint = true; m_WalkSpeed = 5; m_RunSpeed = 10; } else { m_WalkSpeed = GetComponent<combatStats>().walkSpeed; m_RunSpeed = GetComponent<combatStats>().runSpeed; m_CrouchSpeed = GetComponent<combatStats>().crouchSpeed; } m_CharacterController = GetComponent<CharacterController>(); m_Camera = Camera.main; m_OriginalCameraPosition = m_Camera.transform.localPosition; m_FovKick.Setup(m_Camera); m_HeadBob.Setup(m_Camera, m_StepInterval); m_StepCycle = 0f; m_NextStep = m_StepCycle/2f; m_Jumping = false; m_AudioSource = GetComponent<AudioSource>(); m_MouseLook.Init(transform , m_Camera.transform); }
public override void OnUpdate() { GameObject ownerDefaultTarget = base.Fsm.GetOwnerDefaultTarget(this.gameObject); if (ownerDefaultTarget == null) { return; } if (ownerDefaultTarget != this.previousGo) { this.controller = ownerDefaultTarget.GetComponent<CharacterController>(); this.previousGo = ownerDefaultTarget; } if (this.controller != null) { Vector3 vector = (this.space != Space.World) ? ownerDefaultTarget.transform.TransformDirection(this.moveVector.Value) : this.moveVector.Value; if (this.perSecond.Value) { this.controller.Move(vector * Time.deltaTime); } else { this.controller.Move(vector); } } }
void Start() { _characterController = GetComponent<CharacterController>(); StartCoroutine(RandomInputJump()); StartCoroutine(RandomInputSpeed()); }
Vector3 movement; // The vector to store the direction of the player's movement. #endregion Fields #region Methods void Awake() { // Create a layer mask for the floor layer. floorMask = LayerMask.GetMask ("Floor"); // Set up references. controller = this.GetComponent<CharacterController>(); }
void Start() { anim = GetComponent<Animator>(); cont = GetComponent<CharacterController>(); currentMovement = GetComponent<AIPath>(); isShiftDown = false; slowMoTime = 0f; }
public void Start () { guns = GetComponentsInChildren<GunShooting>(); seeker = GetComponent<Seeker>(); controller = GetComponent<CharacterController>(); animator = GetComponentInChildren<Animator>(); if (target != null) target.transform.position = transform.position; }
/** Use this for initialization */ public void Start () { seeker = GetComponent<Seeker>(); controller = GetComponent<CharacterController>(); navmeshController = GetComponent<NavmeshController>(); tr = transform; Repath (); }
void Awake() { instance = this; characterController = GetComponent<CharacterController>() as CharacterController; this.indicationTexture = this.indication.GetComponent<AnimateTextureSheet>() as AnimateTextureSheet; this._currentBlock = null; this._currentDirection = PlayerInfo.MovementDirection.NONE; }
public override void OnEnter () { charCtrl = startingObj.Value.GetComponent<CharacterController>(); DoSphereCast (); if (!everyFrame) { Finish(); } }
public override void OnStart() { var currentGameObject = GetDefaultGameObject(targetGameObject.Value); if (currentGameObject != prevGameObject) { characterController = currentGameObject.GetComponent<CharacterController>(); prevGameObject = currentGameObject; } }
public override void Activate(BTDatabase database) { base.Activate(database); _trans = database.transform; seeker = _trans.GetComponent<Seeker>(); controller = _trans.GetComponent<CharacterController>(); seeker.pathCallback += OnPathComplete; }
float camRayLength = 100f; // The length of the ray from the camera into the scene. void Awake () { // Set up references. anim = GetComponent <Animator> (); character = GetComponent<CharacterController>(); //playerRigidbody = GetComponent <Rigidbody> (); }
// Use this for initialization private void Start() { m_CharacterController = GetComponent<CharacterController>(); m_OriginalCameraPosition = m_Camera.transform.localPosition; m_StepCycle = 0f; m_NextStep = m_StepCycle/2f; m_AudioSource = GetComponent<AudioSource>(); m_MouseLook.Init(transform , m_Camera.transform); }
void Awake() { _aiController = GameObject.FindGameObjectWithTag ("AIPlayer").GetComponent<CharacterController> (); _movement = gameObject.AddComponent<AI.AIPlayerMovement> (); _slash = gameObject.AddComponent<AI.AISlash> (); _relics = gameObject.AddComponent<AI.AIRelicManager> (); _health = gameObject.AddComponent<AI.AIHealth> (); _health.TotalStuff (); }
// Use this for initialization private void Start () { m_CharacterController = GetComponent<CharacterController>(); m_Camera = Camera.main; m_StepCycle = 0f; m_NextStep = m_StepCycle / 2f; m_Jumping = false; m_AudioSource = GetComponent<AudioSource>(); m_MouseLook.Init(transform, m_Camera.transform); }
void TryToFindPlayer() { // Obtem a instancia do objeto do jogador playerRefence = FindObjectOfType<CharacterController> (); if(playerRefence != null) { // Set current position camera to player transform.position = GetPlayerPosition (); } }
/// <summary> /// Returns either point1 or point2 of the capsule. /// </summary> /// <returns>The point.</returns> /// <param name="extends">Extends.</param> /// <param name="point1">If set to <c>true</c> point1.</param> private static Vector3 GetPointGeneric(CharacterController extends, bool point1) { float scalar = point1 ? -1.0f : 1.0f; float distance = (extends.height / 2.0f) - extends.radius; Vector3 output = extends.center + scalar * Vector3.up * distance; output = extends.transform.TransformPoint(output); return output; }
public void Awake() { playerController = GetComponent<Widget_Controller>(); controller = GetComponent<CharacterController>(); aSource = GetComponent<AudioSource>(); animationState = GetComponent<Widget_Animation>(); anim = GetComponent<Animation>(); bodyMesh = GameObject.Find("Body").GetComponent<SkinnedMeshRenderer>(); wheelMesh = GameObject.Find("Wheels").GetComponent<SkinnedMeshRenderer>(); }
// Use this for initialization void Start () { controller = GetComponent<CharacterController> (); // Determine if this is a bunny if ( GetComponent<BunnyControlBehavior> () ) { isBunny = true; } }
public void Start() { Controller = gameObject.AddComponent<CharacterController>(); Controller.radius = .25f; Controller.height = 1; MainCamera = Camera.main; MainCamera.nearClipPlane = .1f; gameObject.AddComponent<MouseLook>(); BouncyMaterial = (PhysicMaterial)Resources.Load("BouncySphereMaterial"); }
bool isSinking; // Whether the enemy has started sinking through the floor. void Awake () { // Setting up the references. anim = GetComponent <Animator> (); enemyAudio = GetComponent <AudioSource> (); hitParticles = GetComponentInChildren <ParticleSystem> (); character = GetComponent <CharacterController> (); // Setting the current health when the enemy first spawns. currentHealth = startingHealth; }
void Start() { GetComponent<Camera>().farClipPlane = 150; transform.position = new Vector3(1, 10, 1); _cc = gameObject.AddComponent<CharacterController>(); _cc.radius = 0.1f; _cc.height = 0.4f; _cc.center = new Vector3(0, 0, 0); }
public AStarAgentAdapter( GameObject gameObject ) : base(gameObject) { speed = 150; collider = gameObject.GetComponent<CapsuleCollider>(); characterController = gameObject.GetComponent<CharacterController>(); seeker = gameObject.AddComponent<Seeker>() as Seeker; gameObject.AddComponent<SimpleSmoothModifier>(); seeker.pathCallback += pathCallback; }
static public int get_enableOverlapRecovery(IntPtr l) { try { UnityEngine.CharacterController self = (UnityEngine.CharacterController)checkSelf(l); pushValue(l, true); pushValue(l, self.enableOverlapRecovery); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int get_collisionFlags(IntPtr l) { try { UnityEngine.CharacterController self = (UnityEngine.CharacterController)checkSelf(l); pushValue(l, true); pushEnum(l, (int)self.collisionFlags); return(2); } catch (Exception e) { return(error(l, e)); } }
// Use this for initialization private void Start() { _characterController = GetComponent<CharacterController>(); _camera = Camera.main; _originalCameraPosition = _camera.transform.localPosition; _cameraRefocus = new CameraRefocus(_camera, transform, _camera.transform.localPosition); _fovKick.Setup(_camera); _headBob.Setup(_camera, _stepInterval); _stepCycle = 0f; _nextStep = _stepCycle/2f; _jumping = false; }
static public int get_radius(IntPtr l) { try { UnityEngine.CharacterController self = (UnityEngine.CharacterController)checkSelf(l); pushValue(l, true); pushValue(l, self.radius); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int constructor(IntPtr l) { try { UnityEngine.CharacterController o; o = new UnityEngine.CharacterController(); pushValue(l, true); pushValue(l, o); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int set_enableOverlapRecovery(IntPtr l) { try { UnityEngine.CharacterController self = (UnityEngine.CharacterController)checkSelf(l); bool v; checkType(l, 2, out v); self.enableOverlapRecovery = v; pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int set_detectCollisions(IntPtr l) { try { UnityEngine.CharacterController self = (UnityEngine.CharacterController)checkSelf(l); bool v; checkType(l, 2, out v); self.detectCollisions = v; pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int set_minMoveDistance(IntPtr l) { try { UnityEngine.CharacterController self = (UnityEngine.CharacterController)checkSelf(l); float v; checkType(l, 2, out v); self.minMoveDistance = v; pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int set_center(IntPtr l) { try { UnityEngine.CharacterController self = (UnityEngine.CharacterController)checkSelf(l); UnityEngine.Vector3 v; checkType(l, 2, out v); self.center = v; pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int Move(IntPtr l) { try { UnityEngine.CharacterController self = (UnityEngine.CharacterController)checkSelf(l); UnityEngine.Vector3 a1; checkType(l, 2, out a1); var ret = self.Move(a1); pushValue(l, true); pushEnum(l, (int)ret); return(2); } catch (Exception e) { return(error(l, e)); } }
static int set_center(IntPtr L) { UnityEngine.CharacterController obj = (UnityEngine.CharacterController)ToLua.ToObject(L, 1); UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 2); try { obj.center = arg0; } catch (Exception e) { return(LuaDLL.luaL_error(L, obj == null ? "attempt to index center on a nil value" : e.Message)); } return(0); }
static int Move(IntPtr L) { try { ToLua.CheckArgsCount(L, 2); UnityEngine.CharacterController obj = (UnityEngine.CharacterController)ToLua.CheckObject(L, 1, typeof(UnityEngine.CharacterController)); UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 2); UnityEngine.CollisionFlags o = obj.Move(arg0); ToLua.Push(L, o); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
static int set_skinWidth(IntPtr L) { UnityEngine.CharacterController obj = (UnityEngine.CharacterController)ToLua.ToObject(L, 1); float arg0 = (float)LuaDLL.luaL_checknumber(L, 2); try { obj.skinWidth = arg0; } catch (Exception e) { return(LuaDLL.luaL_error(L, obj == null ? "attempt to index skinWidth on a nil value" : e.Message)); } return(0); }
static int SimpleMove(IntPtr L) { try { ToLua.CheckArgsCount(L, 2); UnityEngine.CharacterController obj = (UnityEngine.CharacterController)ToLua.CheckObject(L, 1, typeof(UnityEngine.CharacterController)); UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 2); bool o = obj.SimpleMove(arg0); LuaDLL.lua_pushboolean(L, o); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
static int set_detectCollisions(IntPtr L) { UnityEngine.CharacterController obj = (UnityEngine.CharacterController)ToLua.ToObject(L, 1); bool arg0 = LuaDLL.luaL_checkboolean(L, 2); try { obj.detectCollisions = arg0; } catch (Exception e) { return(LuaDLL.luaL_error(L, obj == null ? "attempt to index detectCollisions on a nil value" : e.Message)); } return(0); }
static int get_skinWidth(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.CharacterController obj = (UnityEngine.CharacterController)o; float ret = obj.skinWidth; LuaDLL.lua_pushnumber(L, ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index skinWidth on a nil value" : e.Message)); } }
static int get_center(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.CharacterController obj = (UnityEngine.CharacterController)o; UnityEngine.Vector3 ret = obj.center; ToLua.Push(L, ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index center on a nil value" : e.Message)); } }
static int get_velocity(IntPtr L) { UnityEngine.CharacterController obj = (UnityEngine.CharacterController)ToLua.ToObject(L, 1); UnityEngine.Vector3 ret; try { ret = obj.velocity; } catch (Exception e) { return(LuaDLL.luaL_error(L, obj == null ? "attempt to index velocity on a nil value" : e.Message)); } ToLua.Push(L, ret); return(1); }
static int get_collisionFlags(IntPtr L) { UnityEngine.CharacterController obj = (UnityEngine.CharacterController)ToLua.ToObject(L, 1); UnityEngine.CollisionFlags ret; try { ret = obj.collisionFlags; } catch (Exception e) { return(LuaDLL.luaL_error(L, obj == null ? "attempt to index collisionFlags on a nil value" : e.Message)); } ToLua.Push(L, ret); return(1); }
static int get_stepOffset(IntPtr L) { UnityEngine.CharacterController obj = (UnityEngine.CharacterController)ToLua.ToObject(L, 1); float ret; try { ret = obj.stepOffset; } catch (Exception e) { return(LuaDLL.luaL_error(L, obj == null ? "attempt to index stepOffset on a nil value" : e.Message)); } LuaDLL.lua_pushnumber(L, ret); return(1); }
static int set_detectCollisions(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.CharacterController obj = (UnityEngine.CharacterController)o; bool arg0 = LuaDLL.luaL_checkboolean(L, 2); obj.detectCollisions = arg0; return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index detectCollisions on a nil value")); } }
static int set_center(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.CharacterController obj = (UnityEngine.CharacterController)o; UnityEngine.Vector3 arg0 = ToLua.ToVector3(L, 2); obj.center = arg0; return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index center on a nil value")); } }
static int set_enableOverlapRecovery(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.CharacterController obj = (UnityEngine.CharacterController)o; bool arg0 = LuaDLL.luaL_checkboolean(L, 2); obj.enableOverlapRecovery = arg0; return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index enableOverlapRecovery on a nil value" : e.Message)); } }
static int get_velocity(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.CharacterController obj = (UnityEngine.CharacterController)o; UnityEngine.Vector3 ret = obj.velocity; ToLua.Push(L, ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index velocity on a nil value")); } }
static int get_collisionFlags(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.CharacterController obj = (UnityEngine.CharacterController)o; UnityEngine.CollisionFlags ret = obj.collisionFlags; LuaDLL.lua_pushinteger(L, (int)ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index collisionFlags on a nil value")); } }
static int get_detectCollisions(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.CharacterController obj = (UnityEngine.CharacterController)o; bool ret = obj.detectCollisions; LuaDLL.lua_pushboolean(L, ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index detectCollisions on a nil value" : e.Message)); } }
static int get_enableOverlapRecovery(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.CharacterController obj = (UnityEngine.CharacterController)o; bool ret = obj.enableOverlapRecovery; LuaDLL.lua_pushboolean(L, ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index enableOverlapRecovery on a nil value")); } }
static int set_stepOffset(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.CharacterController obj = (UnityEngine.CharacterController)o; float arg0 = (float)LuaDLL.luaL_checknumber(L, 2); obj.stepOffset = arg0; return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index stepOffset on a nil value" : e.Message)); } }
static int _CreateUnityEngine_CharacterController(IntPtr L) { int count = LuaDLL.lua_gettop(L); if (count == 0) { UnityEngine.CharacterController obj = new UnityEngine.CharacterController(); ToLua.Push(L, obj); return(1); } else { LuaDLL.luaL_error(L, "invalid arguments to method: UnityEngine.CharacterController.New"); } return(0); }
static int get_minMoveDistance(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.CharacterController obj = (UnityEngine.CharacterController)o; float ret = obj.minMoveDistance; LuaDLL.lua_pushnumber(L, ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index minMoveDistance on a nil value")); } }
static int set_minMoveDistance(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.CharacterController obj = (UnityEngine.CharacterController)o; float arg0 = (float)LuaDLL.luaL_checknumber(L, 2); obj.minMoveDistance = arg0; return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index minMoveDistance on a nil value")); } }