// Use this for initialization void Start() { walker = GameObject.FindObjectOfType <FPSWalker>(); originalSpeed = walker.Speed; levelManager = GameObject.FindObjectOfType <LevelManager>(); dialogueObject = GameObject.Find("Dialogue Source"); dialogueSource = dialogueObject.GetComponent <AudioSource>(); interactScript = GameObject.FindObjectOfType <PlayerInteract>(); StartCoroutine(WalkingCutScene()); }
// Start is called before the first frame update void Start() { // for jump-falling legOriginalRotation = leftLegJoint.localRotation; if (isAI) { navMeshAgent = GetComponent <NavMeshAgent>(); } else { fpsWalkerScript = GetComponent <FPSWalker>(); } legsJointPreviousRotation = transform.rotation; legsJoint.rotation = legsJointPreviousRotation; DOTween.Init(); }
// Start is called before the first frame update void Start() { player = GetComponent <Player>(); legsJoint = player.body.legsJoint; leftLegJoint = player.body.leftLegJoint; rightLegJoint = player.body.rightLegJoint; isAI = player.isAI; if (isAI) { navMeshAgent = GetComponent <NavMeshAgent>(); } else { fpsWalkerScript = GetComponent <FPSWalker>(); } legsJointPreviousRotation = transform.rotation; legsJoint.rotation = legsJointPreviousRotation; DOTween.Init(); }
//int isTalkingPreGame = 1; // Use this for initialization void Start () { player = GameObject.FindGameObjectWithTag("Player").GetComponent<Player>(); gameState = player.gameState; walker = GameObject.FindGameObjectWithTag("Player").GetComponent<FPSWalker>(); }
/* * [Space(10)] * [Header("UI")] * * * private GameObject ammoPanel; * public Text ammoText; * * public Text[] slotTexts; * * public GameObject selectorPanel; * private RectTransform selectorPanelTrans; * private Image selectorPanelImage; * private Color selectorPanelColor; */ // Use this for initialization void Start() { player = GetComponent <Player>(); fireTransform = player.body.head; fireTransformScript = player.body.headMouseLook; bodyTransformScript = player.body.bodyMouseLook; lookTransformScript = player.body.lookMouseLook; //set ammopanel for ammo updating //ammoPanel = ammoText.transform.parent.gameObject; //set fpmscript for enhanced drop mechanic movementScript = GetComponent <FPSWalker>(); inventory = new GameObject[maxInventorySize]; inventoryIndex = startingInventoryIndex; //store right/left hand children to make the layer switching faster rightHandChildren = rightHandTransform.GetComponentsInChildren <Transform>(); leftHandChildren = leftHandTransform.GetComponentsInChildren <Transform>(); //set grab layer mask for the items: grabLayerMask = 1 << LayerMask.NameToLayer("Item"); //set hand origins rightHandOriginPos = rightHandTransform.localPosition; rightHandOriginRot = rightHandTransform.localRotation; leftHandOriginPos = leftHandTransform.localPosition; leftHandOriginRot = leftHandTransform.localRotation; //set statechange to false stateChange = false; //get player collider playerCollider = GetComponent <Collider>(); /* * for (int i = 0; i < inventory.Length; i++) * { * if (inventory[i]) * { * slotTexts[i].text = inventory[i].GetComponent<Item>().itemName + " " + (i + 1).ToString(); * } * else * { * slotTexts[i].text = (i + 1).ToString(); * } * * } * * slotTexts[inventoryIndex].color = Color.white; * slotTexts[inventoryIndex].fontStyle = FontStyle.Bold; * * selectorPanelTrans = selectorPanel.GetComponent<RectTransform>(); * selectorPanelImage = selectorPanel.transform.GetChild(0).GetComponent<Image>(); * selectorPanelColor = selectorPanelImage.color; */ DOTween.Init(); }
// Start is called before the first frame update void Start() { player = GetComponent <Player>(); fpsWalker = GetComponent <FPSWalker>(); }