private void Start() { m_PlayerCharacterController = GetComponent <PlayerCharacterController_Photon>(); DebugUtility.HandleErrorIfNullGetComponent <PlayerCharacterController_Photon, PlayerInputHandler_Photon>(m_PlayerCharacterController, this, gameObject); m_GameFlowManager = FindObjectOfType <GameFlowManager_Photon>(); DebugUtility.HandleErrorIfNullFindObject <GameFlowManager_Photon, PlayerInputHandler_Photon>(m_GameFlowManager, this); Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; }
private void LateUpdate() { m_PlayerCharacterController = GetComponent <PlayerCharacterController_Photon>(); DebugUtility.HandleErrorIfNullGetComponent <PlayerCharacterController_Photon, PlayerInputHandler_Photon>(m_PlayerCharacterController, this, gameObject); m_GameFlowManager = FindObjectOfType <GameFlowManager_Photon>(); DebugUtility.HandleErrorIfNullFindObject <GameFlowManager_Photon, PlayerInputHandler_Photon>(m_GameFlowManager, this); m_FireInputWasHeld = GetFireInputHeld(); }
void Start() { m_EnemyManager = FindObjectOfType <EnemyManager_Photon>(); DebugUtility.HandleErrorIfNullFindObject <EnemyManager_Photon, EnemyController_Photon>(m_EnemyManager, this); m_ActorsManager = FindObjectOfType <ActorsManager>(); DebugUtility.HandleErrorIfNullFindObject <ActorsManager, EnemyController_Photon>(m_ActorsManager, this); m_EnemyManager.RegisterEnemy(this); m_Health = GetComponent <Health>(); DebugUtility.HandleErrorIfNullGetComponent <Health, EnemyController_Photon>(m_Health, this, gameObject); m_Actor = GetComponent <Actor>(); DebugUtility.HandleErrorIfNullGetComponent <Actor, EnemyController_Photon>(m_Actor, this, gameObject); m_NavMeshAgent = GetComponent <NavMeshAgent>(); m_SelfColliders = GetComponentsInChildren <Collider>(); m_GameFlowManager = FindObjectOfType <GameFlowManager_Photon>(); DebugUtility.HandleErrorIfNullFindObject <GameFlowManager_Photon, EnemyController_Photon>(m_GameFlowManager, this); // Subscribe to damage & death actions m_Health.onDie += OnDie; m_Health.onDamaged += OnDamaged; weapon.owner = gameObject; foreach (var renderer in GetComponentsInChildren <Renderer>(true)) { for (int i = 0; i < renderer.sharedMaterials.Length; i++) { if (renderer.sharedMaterials[i] == eyeColorMaterial) { m_EyeRendererData = new RendererIndexData(renderer, i); } if (renderer.sharedMaterials[i] == bodyMaterial) { m_BodyRenderers.Add(new RendererIndexData(renderer, i)); } } } m_EyeColorMaterialPropertyBlock = new MaterialPropertyBlock(); m_BodyFlashMaterialPropertyBlock = new MaterialPropertyBlock(); m_EyeColorMaterialPropertyBlock.SetColor("_EmissionColor", defaultEyeColor); m_EyeRendererData.renderer.SetPropertyBlock(m_EyeColorMaterialPropertyBlock, m_EyeRendererData.materialIndex); }