void OnEnable() { EditorGUI.BeginChangeCheck(); CameraWork camWork = (CameraWork)target; camWork.camFollow = camWork.gameObject.GetComponent <CamFollow>(); if (EditorGUI.EndChangeCheck()) { EditorUtility.SetDirty(target); } }
void StartCameraWork() { CameraWork cw = this.gameObject.GetComponent <CameraWork> (); if (cw == null) { Debug.LogError("<Color=Red><a>Missing</a></Color> CameraWork Component on playerPrefab.", this); return; } if (PhotonNetwork.connected == false || photonView.isMine) { cw.StartFollowing(this.gameObject); } }
void Start() { CameraWork _canmeraWork = GetComponent <CameraWork>(); if (_canmeraWork != null) { if (photonView.IsMine) { _canmeraWork.OnStartFollowing(); } } else { Debug.LogError("<Color=Red><a>Missing</a></Color> CameraWork Component on playerPrefab.", this); } }
void Start() { if (!photonView.isMine) { return; } health.setBar(GameObject.Find("Healthbar").GetComponent <BarScript>()); health.Initialize(); mana.setBar(GameObject.Find("ManaBar").GetComponent <BarScript>()); mana.Initialize(); key.setBar(GameObject.Find("KeyBar").GetComponent <BarScript>()); key.Initialize(); audioSource = GetComponent <AudioSource> (); playerCamera = Camera.main; cameraScript = playerCamera.GetComponent <CameraWork> (); }
// Start is called before the first frame update void Start() { CameraWork camera = this.gameObject.GetComponent <CameraWork>(); try { if (photonView.IsMine) { camera.OnStartFollowing(); } } catch (Exception e) { Debug.Log(e.Message); } }
private void Start() { CameraWork _cameraWork = this.gameObject.GetComponent<CameraWork>(); if (_cameraWork != null) { if (photonView.IsMine) { _cameraWork.OnStartFollowing(); } } else { Debug.LogError("<Color=Red><a>Missing</a></Color> CameraWork Component on playerPrefab.", this); } // Unity 5.4 has a new scene management. register a method to call CalledOnLevelWasLoaded. UnityEngine.SceneManagement.SceneManager.sceneLoaded += OnSceneLoaded; }
void Start() { CameraWork _cameraWork = this.gameObject.GetComponent <CameraWork>(); Debug.Assert(_cameraWork != null); if (photonView.IsMine) { _cameraWork.OnStartFollowing(); } Debug.Assert(playerUiPrefab != null); GameObject _uiGo = Instantiate(playerUiPrefab); _uiGo.SendMessage("SetTarget", this, SendMessageOptions.RequireReceiver); UnityEngine.SceneManagement.SceneManager.sceneLoaded += (scene, loadingMode) => { this.CalledOnLevelWasLoaded(scene.buildIndex); }; }
void Start() { CameraWork _cameraWork = this.gameObject.GetComponent <CameraWork>(); if (_cameraWork != null) { if (photonView.isMine) { _cameraWork.OnStartFollowing(); } } else { Debug.LogError("<Color=Red><a>Missing</a></Color> CameraWork Component on playerPrefab.", this); } SceneManager.sceneLoaded += this.CalledOnLevelWasLoaded; }
/// <summary> /// MonoBehaviour method called on GameObject by Unity during initialization phase. /// </summary> void Start() { //CinemachineFreeLook _cinemachineFreeLook = this.gameObject.GetComponent<CinemachineFreeLook>(); // //if (_cinemachineFreeLook != null) //{ // if (photonView.IsMine) // { // _cinemachineFreeLook.Follow = transform; // _cinemachineFreeLook.LookAt = transform; // } //} CameraWork _cameraWork = this.gameObject.GetComponent <CameraWork>(); if (_cameraWork != null) { if (photonView.IsMine) { _cameraWork.OnStartFollowing(); } } else { Debug.LogError("<Color=Red><a>Missing</a></Color> CameraWork Component on playerPrefab.", this); } #if UNITY_5_4_OR_NEWER // Unity 5.4 has a new scene management. register a method to call CalledOnLevelWasLoaded. UnityEngine.SceneManagement.SceneManager.sceneLoaded += OnSceneLoaded; #endif if (PlayerUiPrefab != null) { GameObject _uiGo = Instantiate(PlayerUiPrefab); _uiGo.SendMessage("SetTarget", this, SendMessageOptions.RequireReceiver); } else { Debug.LogWarning("<Color=Red><a>Missing</a></Color> PlayerUiPrefab reference on player Prefab.", this); } }
private void Start() { hp = 200; CameraWork _cameraWork = this.gameObject.GetComponent <CameraWork>(); if (_cameraWork != null) { if (photonView.isMine) { Game.Managers.GameManager.Instance.MatchController.PlayerController = this; _cameraWork.OnStartFollowing(); } } else { Debug.LogError("<Color=Red><a>Missing</a></Color> CameraWork Component on playerPrefab.", this); } }
// Use this for initialization void Start() { cameraWork = GetComponent <CameraWork>(); panel = FindObjectOfType <Canvas>().transform.Find("GameOver Panel").gameObject; melee = transform.Find("Melee").gameObject; direction = new Vector3(0, 0, 1); //cooldowwnAnimator = GameObject.Find("SkillCooldowns").GetComponent<Animator>(); cooldowwnAnimator = FindObjectOfType <Canvas>().transform.Find("Skill Panel").transform.Find("SkillCooldowns").GetComponent <Animator>(); if (FindObjectOfType <PVPmode>()) { gameModePVE = false; cooldowwnAnimator.speed = 2f; } personalLight = transform.Find("Point light").gameObject; transform.Rotate(90, 0, 0); }
/// <summary> /// Initialises the camera to this object if and only if this object belongs to the player. /// </summary> void CameraWork() { CameraWork _cameraWork = GetComponent <CameraWork>(); if (_cameraWork != null) { if (photonView.IsMine || !PhotonNetwork.IsConnected) { GameObject.Find("Game Manager").GetComponent <GameMaster>().setPlayer(this.gameObject); _cameraWork.OnStartFollowing(); } else { print("Photonview is not mine"); } } else { Debug.LogError("<Color=Red><a>Missing</a></Color> CameraWork Component on playerPrefab.", this); } }
void Start() { navMeshAgent = GetComponent <UnityEngine.AI.NavMeshAgent>(); //獲取自身AI组件 animator = GetComponent <Animator>(); //動畫组件 rb = GetComponent <Rigidbody>(); CameraWork _cameraWork = cam.gameObject.GetComponent <CameraWork>(); if (_cameraWork != null) { if (photonView.IsMine) { _cameraWork.OnStartFollowing(); } } else { Debug.LogError("playerPrefab- CameraWork component 遺失", this); } }
void Start() { if (photonView.IsMine) { rigidBody = this.gameObject.GetComponent <Rigidbody2D>(); sprites = this.gameObject.GetComponentsInChildren <SpriteRenderer>();//gets all the player sprites currentGameMode = FindObjectOfType <GameMode>(); if (currentGameMode) { currentGameMode.AddPlayer(this); } audioManager = FindObjectOfType <AudioManager>(); foreach (SpriteRenderer sprite in sprites) { if (sprite.name == "GunBase") { gun = sprite; } } } cameraWork = this.gameObject.GetComponent <CameraWork>(); if (cameraWork != null) { if (photonView.IsMine) { cameraWork.OnStartFollowing(); } } else { Debug.LogError("Camera Not Working"); } //instantiates the mouse target if (MouseTarget) { mouseTarget = Instantiate(MouseTarget, Camera.main.ScreenToWorldPoint(Input.mousePosition), new Quaternion(0, 0, 0, 0)); Cursor.visible = false; } }
void Start() { if (photonView.IsMine == true && LocalPlayerInstance == this.gameObject) { panAndZoom = PanAndZoom.instance; panAndZoom.onSwipe += Control; CameraWork _cameraWork = this.gameObject.GetComponent <CameraWork>(); if (_cameraWork != null) { if (photonView.IsMine) { _cameraWork.OnStartFollowing(); } } else { Debug.LogError("<Color=Red><a>Missing</a></Color> CameraWork Component on playerPrefab.", this); } } }
private void Start() { CameraWork cameraWork = this.gameObject.GetComponent <CameraWork>(); if (cameraWork != null) { if (photonView.IsMine) { cameraWork.OnStartFollowing(); } } else { Debug.LogError("<Color=Red><a>Missing</a></Color> CameraWork Component on playerPrefab.", this); } #if UNITY_5_4_OR_NEWER // Unity 5.4 has a new scene management. register a method to call CalledOnLevelWasLoaded. UnityEngine.SceneManagement.SceneManager.sceneLoaded += (scene, loadingMode) => { this.CalledOnLevelWasLoaded(scene.buildIndex); }; #endif }
/// <summary> /// 初期化の際にUnityによりGameObjectに呼び出されるMonoBehaviourメソッド /// </summary> void Start() { if (playerUiPrefab != null) { GameObject _uiGo = Instantiate(playerUiPrefab); _uiGo.SendMessage("SetTarget", this, SendMessageOptions.RequireReceiver); } else { Debug.LogWarning("<Color=Red><a>Missing</a></Color> PlayerUiPrefab reference on player Prefab.", this); } CameraWork _cameraWork = this.gameObject.GetComponent <CameraWork>(); if (_cameraWork != null) { if (photonView.IsMine) { _cameraWork.OnStartFollowing(); } } else { Debug.LogError("<Color=Red><a>Missing</a></Color> CameraWork Component on playerPrefab.", this); } #if UNITY_5_4_OR_NEWER // Unity 5.4 has a new scene management. register a method to call CalledOnLevelWasLoaded. UnityEngine.SceneManagement.SceneManager.sceneLoaded += (scene, loadingMode) => { this.CalledOnLevelWasLoaded(scene.buildIndex); }; #endif }
void Start() { playerCamera = Camera.main; cameraScript = playerCamera.GetComponent <CameraWork>(); }
private void Awake() { this._characterController = GetComponent <CharacterController>(); this._cameraWork = GetComponent <CameraWork>(); this._animator = GetComponent <Animator>(); }
void Start() { if (PhotonNetwork.IsMasterClient) { cameraRotation = 225f; } //Special Skills //Generic specialCoolDown = false; channelingSpecial = false; dashCoolDown = false; //Skeleton if (faction == 0) { skeletonBonus = false; skeletonHealAmount = 20; skeletonBonusToDamage = 3; } //Sorceress if (faction == 1) { sorceressTargeting = false; fireBallTargetCircle = gameObject.transform.GetChild(4).GetComponent <MeshRenderer>(); fireBallTargetComponent = gameObject.transform.GetChild(4); fireBallTargetCircle.enabled = false; } //Angel if (faction == 2) { channelingSphereParticle = gameObject.transform.GetChild(5).GetComponent <ParticleSystem>(); channelingSphereOn = false; } dashing = false; rb = GetComponent <Rigidbody>(); ac = GetComponent <Animator>(); joystick = FindObjectOfType <Joystick>(); CameraWork _cameraWork = this.gameObject.GetComponent <CameraWork>(); minAttackDistance = .5f; canAttack = true; hasTarget = false; level = 0; LevelUp(); xp = 0; if (_cameraWork != null) { if (photonView.IsMine) { _cameraWork.OnStartFollowing(); } } else { Debug.LogError("<Color=Red><a>Missing</a></Color> CameraWork Component on playerPrefab.", this); } }
void Start() { _camWorkScr = _camWorkObject.GetComponent <CameraWork>(); }
void Start() { cameraObj = GameObject.Find("Main Camera"); camera_Script = cameraObj.GetComponent <CameraWork>(); myName = gameObject.name; }