private void Start() { m_RigidBody = GetComponent <Rigidbody>(); m_Capsule = GetComponent <CapsuleCollider>(); mouseLook.Init(transform, cam.transform); initiateFlight(); }
protected void Start() { // Cache component references _characterController = GetComponent <CharacterController>(); _controllerHeight = _characterController.height; // Get the main camera and cache local position within the FPS rig _camera = Camera.main; _localSpaceCameraPos = _camera.transform.localPosition; // Set initial to not jumping and not moving _movementStatus = PlayerMoveStatus.NotMoving; // Reset timers _fallingTimer = 0.0f; // Setup Mouse Look Script _mouseLook.Init(transform, _camera.transform); // Initiate Head Bob Object _headBob.Initialize(); _headBob.RegisterEventCallback(1.5f, PlayFootStepSound, CurveControlledBobCallbackType.Vertical); if (_flashLight) { _flashLight.SetActive(false); } }
// Use this for initialization private void Start() { player = GetComponent <PlayerSetup>(); m_CharacterController = GetComponent <CharacterController>(); m_FovKick.Setup(); m_StepCycle = 0f; m_NextStep = m_StepCycle / 2f; m_Jumping = false; m_MouseLook.Init(transform, m_cameraLook); }
// Use this for initialization void Start() { exludePlayerLevelMask = ~(1 << 10); m_Jumping = false; myBody = GetComponent <Rigidbody>(); myCamera = GameManager.Main.MainCamera; m_MouseLook = new UnityStandardAssets.Characters.FirstPerson.MouseLook(); m_MouseLook.Init(transform, GameManager.Main.MainCamera.transform); }
// Use this for initialization private void Start() { m_CharacterController = GetComponent <CharacterController>(); m_Camera = Camera.main; m_OriginalCameraPosition = m_Camera.transform.localPosition; m_HeadBob.Setup(m_Camera, m_StepInterval); m_StepCycle = 0f; m_NextStep = m_StepCycle / 2f; m_AudioSource = GetComponent <AudioSource>(); m_MouseLook.Init(transform, m_Camera.transform); }
//private FMODUnity.StudioEventEmitter m_PlayerFootsteps; //private SurfaceMaterial currentSurface; // Use this for initialization private void Start() { m_CharacterController = GetComponent <CharacterController>(); m_Camera = Camera.main; m_OriginalCameraPosition = m_Camera.transform.localPosition; m_HeadBob.Setup(m_Camera, m_StepInterval); m_StepCycle = 0f; m_NextStep = m_StepCycle / 2f; m_MouseLook.Init(transform, m_Camera.transform); // m_PlayerFootsteps = GetComponent<FMODUnity.StudioEventEmitter> (); }
protected void Start() { _characterController = GetComponent <CharacterController>(); _camera = Camera.main; //look for tag Main Camera _movementStatus = PlayerMoveStatus.NotMoving; _fallingTimer = 0.0f; _mouseLook.Init(transform, _camera.transform); }
// Use this for initialization void Awake() { photonView = GetComponent <PhotonView>(); Health = 100; if (photonView.isMine) { myFpsCamera = myChar.GetComponent <Camera>(); standbyCamera = GameObject.Find("StandbyCamera"); standbyCamera.SetActive(false); myChar.SetActive(true); m_MouseLook.Init(transform, myFpsCamera.transform); } }
protected void Start() { // Cache component references _characterController = GetComponent <CharacterController> (); // Get the main camera and cache local position within the FPS rig _camera = Camera.main; // Set initial to not jumping and not moving _movementStatus = PlayerMoveStatus.NotMoving; // Reset timers _fallingTimer = 0.0f; // Setup Mouse Look Script _mouseLook.Init(transform, _camera.transform); }
private void Start() { #region StandardFPS 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); m_WalkSpeedStore = m_WalkSpeed; #endregion PlayerInit(); }
//public int m_iScore = 0; // Use this for initialization private void Start() { //m_iHP = 100; //m_iBullet = 100; //m_iScore = 0; 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); }
protected void Start() { _characterController = GetComponent <CharacterController>(); _controllerHeight = _characterController.height; _camera = Camera.main; _localSpaceCameraPos = _camera.transform.localPosition; _movementStatus = PlayerMoveStatus.NotMoving; _fallingTimer = 0.0f; //初始化MouseLook脚本 _mouseLook.Init(transform, _camera.transform); _headBob.Initialize(); _headBob.RegisterEventCallback(1.5f, PlayFootStepSound, CurveControlledBobCallbackType.Vertical); if (_flashLight) { _flashLight.SetActive(false); } }
protected void Start() { characterController = GetComponent <CharacterController>(); _controllerHeight = characterController.height; _camera = Camera.main; _localSpaceCameraPos = _camera.transform.localPosition; _movementStatus = PlayerMoveStatus.NotMoving; _fallingTimer = 0; _mouseLook.Init(transform, _camera.transform); _headBob.Initialize(); if (_flashLight) { _flashLight.SetActive(false); } }
// Use this for initialization private void Start() { //Client initialization if (isLocalPlayer) { m_CharacterController = GetComponent <CharacterController>(); m_Camera = GetComponentInChildren <Camera>(); m_OriginalCameraPosition = m_Camera.transform.localPosition; m_FovKick.Setup(m_Camera); m_StepCycle = 0f; m_NextStep = m_StepCycle / 2f; m_AudioSource = GetComponent <AudioSource>(); m_MouseLook.Init(transform, m_Camera.transform); } if (isServer) // Server side initialization { m_CharacterController = GetComponent <CharacterController>(); } m_CrouchedHitboxCenterDelta = new Vector3(0f, m_CrouchHeightDelta * 0.5f, 0f); m_CameraCrouchPosDelta = new Vector3(0f, m_CrouchHeightDelta * 1.5f, 0f); }
//functions protected void Start() { _characterController = GetComponent <CharacterController>(); _controllerHeight = _characterController.height; //searches for camera with main camera tag _camera = Camera.main; _localSpaceCameraPos = _camera.transform.localPosition; print(_localSpaceCameraPos); _movementStatus = PlayerMoveStatus.NOTMOVING; _fallingTimer = 0.0f; _mouseLook.Init(transform, _camera.transform); _headBob.Initialize(); _headBob.RegisterEventCallback(1.5f, PlayFootstepSound, CurveControlledBobCallbackType.VERTICAL); if (_flashLight) { _flashLight.SetActive(false); } }
protected void Start() { // component references characterController = GetComponent <CharacterController>(); controllerHeight = characterController.height; // Get the main camera and save its local position within the FPS rig _camera = Camera.main; localSpaceCameraPos = _camera.transform.localPosition; //every frame can generate offset frm this vector, so now rounding errors // Set movementStatus to not jumping and not moving movementStatus = PlayerMoveStatus.NotMoving; // Reset timers fallingTimer = 0.0f; // Setup Mouse Look Script. Uses MouseLook script thats already available. mouseLook.Init(transform, _camera.transform); // Initiate Head Bob Object headBob.Initialize(); //Plays footstep sound when YplayHead passes the 1.5 second mark headBob.RegisterEventCallback(1.5f, PlayFootStepSound, CurveControlledBobCallbackType.Vertical); //Make sure the game starts wuth flashlight set to inactive if (flashLight) { flashLight.SetActive(false); } //All sprites in inventory set to inactive m4Sprite.enabled = false; shotgunSprite.enabled = false; keySprite.enabled = false; endKeySprite.enabled = false; }
private void Start() { m_CharacterController = GetComponent <CharacterController>(); m_Camera = GetComponentInChildren <Camera>(); m_MouseLook.Init(transform, m_Camera.transform); }
// Start is called before the first frame update void Start() { mouseLook.Init(transform, camTransform); lowGravity = gravityMultiplier / 10; gravity = gravityMultiplier; }
// Use this for initialization private void Start() { m_OriginalCameraPosition = m_Camera.transform.localPosition; m_MouseLook.Init(transform, m_Camera.transform); }
private void Start() { rigidBody = GetComponent <Rigidbody>(); capsule = GetComponent <CapsuleCollider>(); mouseLook.Init(transform, cam.transform); }
// Use this for initialization void Start() { m_Camera = GameObject.FindWithTag("FPSCamera").GetComponent <Camera>(); m_MouseLook.Init(transform, m_Camera.transform); }
void Start() { controller = GetComponent <RigidbodyFirstPersonController>(); mouseLook.Init(transform, Camera.main.transform); }
private void Start() { m_RigidBody = GetComponent <Rigidbody>(); m_Capsule = GetComponent <CapsuleCollider>(); mouseLook.Init(transform, ViveCameraHead.transform); }
protected virtual void Start() { m_RigidBody = GetComponent <Rigidbody>(); m_Capsule = GetComponent <CapsuleCollider>(); mouseLook.Init(transform, cam.transform); }
public void ResetMouseLook() { m_MouseLook.Init(transform, m_Camera.transform); }
// Use this for initialization private void Start() { m_Camera = Camera.main; m_MouseLook.Init(transform, m_Camera.transform); }
// Use this for initialization private void Start() { m_Camera = Camera.main; m_MouseLook.Init(transform, m_Camera.transform); CrossPlatformInputManager.SwitchActiveInputMethod(CrossPlatformInputManager.ActiveInputMethod.Hardware); }
// Use this for initialization void Start () { rb = GetComponent<Rigidbody>(); cam = GetComponentInChildren<Camera>(); mouseLook = new UnityStandardAssets.Characters.FirstPerson.MouseLook(); mouseLook.Init(transform, cam.transform); }
private void Start() { _rigidBody = GetComponent <Rigidbody>(); mouseLook.Init(transform, cam.transform); }