/*----------------------------------------------------------|
	| UNITY METHODS	      		    	                        |
	|----------------------------------------------------------*/

	private void Awake ()
	{
		charState = GetComponent<RomanCharState>();
		animator = GetComponent<Animator>();
		rb = GetComponent<Rigidbody>();
		cCollider = GetComponent<CapsuleCollider>();
	}
	// Use this for initialization
	void Start () 
	{
		charState = GetComponent<RomanCharState> ();
		charController = GetComponent<RomanCharController> ();
		animator = GetComponent <Animator> ();
		rb = GetComponent <Rigidbody> ();
	}
 private void Awake()
 {
     if (Instance == null)
         Instance = this;
     //inputDevice = InputManager.ActiveDevice;
     charState = GameObject.FindObjectOfType<RomanCharState>();
 }
	private void Start ()
	{
		
		if (Instance == null)
			Instance = this;
		else
			Destroy(this);

//		if (cam == null)
//			cam = Camera.main.GetComponent<TestCam>();
		simpleRpgCam = Camera.main.GetComponent<PhatRobit.SimpleRpgCamera>();

		charState = GameObject.FindObjectOfType<RomanCharState> ();
		//camScript = GameObject.FindObjectOfType<RomanCameraController> ();
		climbDetector = GameObject.FindObjectOfType<ClimbDetector> ();
		follow = GameObject.FindObjectOfType<FollowPlayer>();
		vineClimbCollider = GameObject.FindObjectOfType<VineClimbController2>();
		charController = GameObject.FindObjectOfType<RomanCharController>();
		tunnelObserver = GameObject.FindObjectOfType<TunnelObserver>();
		antiWallSlideController = GameObject.FindObjectOfType<SloapDetector>();

		//cam = GameObject.FindGameObjectWithTag("MainCamera").GetComponent<TestCam>();

		// Get the character that is selected
		if (charController != null)
			currentChar = charController.transform;
	}
	void Start ()
	{
		if (GameManager.componentActivatorOn) 
		{
			ComponentActivator.Instance.Register (this, new Dictionary<GameEvent, bool> { 

				//{ GameEvent.Land, true },
				{ GameEvent.ClimbOverEdge, true },
				{ GameEvent.StopClimbing, true },
				{ GameEvent.FinishClimbOver, true },
				//{ GameEvent.Land, true },

				//{ GameEvent.LandedFirstTime, false },
				{ GameEvent.StartVineClimbing, false }, 
				{ GameEvent.StartEdgeClimbing, false },
				{ GameEvent.StartWallClimbing, false }

			});
		}

		charState = GetComponent<RomanCharState>();
		animator = GetComponent<Animator>();
		rb = GetComponent<Rigidbody>();
		cam = Camera.main.transform;
		cController = GetComponent<CharacterController>();
		cCollider = GetComponent<CapsuleCollider>();
		vineClimbCollider = GetComponent<VineClimbController2>();
		tunnelObserver = GameManager.Instance.tunnelObserver;
		combatController = GetComponent<CombatController> ();
	}
 // Use this for initialization
 void Start()
 {
     charState      = GetComponent <RomanCharState> ();
     charController = GetComponent <RomanCharController> ();
     animator       = GetComponent <Animator> ();
     rb             = GetComponent <Rigidbody> ();
 }
	void Start ()
	{
		charState = GetComponent<RomanCharState>();
		if (GameManager.componentActivatorOn) 
		{
			ComponentActivator.Instance.Register (this, new Dictionary<GameEvent, bool> { 

				{ GameEvent.StartClimbing, false },
				{ GameEvent.StopClimbing, true },
				{ GameEvent.FinishClimbOver, true }

			});
		}
	}
//	private Animator animator;

	void Start ()
	{

		if (player != null)
		{
//			animator = player.GetComponent<Animator>();
			charState = player.GetComponent<RomanCharState>();
			tunnelObserver = GameManager.Instance.tunnelObserver;
		}
		else
		{
			Debug.LogError("FollowPlayer: Player is null");
		}

		
	}
    private static float lastJumpTime;                                                                  //Time stamp of the last time the char jumped
    // Use this for initialization

    //private Vector3 bounceDirection;

    void Start()
    {
        animator       = GetComponent <Animator>();
        rb             = GetComponent <Rigidbody>();
        charController = GetComponent <RomanCharController>();
        charState      = GetComponent <RomanCharState>();
        cCollider      = GetComponent <CapsuleCollider>();

        if (cColliderFrontTransf == null)
        {
            Debug.Log("collider front point not defined");
        }

//		ComponentActivator.Instance.Register(this, new Dictionary<GameEvent, bool> {
//			{ GameEvent.StartWallClimbing, false }
//
//		});
    }
    private void Awake()
    {
        EventManager.onCharEvent = null;
        EventManager.onInputEvent = null;
        EventManager.onDetectEvent = null;

        if (Instance == null)
            Instance = this;
        else
            Destroy(this);

        charState = GameObject.FindObjectOfType<RomanCharState> ();
        //camScript = GameObject.FindObjectOfType<RomanCameraController> ();
        climbDetector = GameObject.FindObjectOfType<ClimbDetector> ();
        follow = GameObject.FindObjectOfType<FollowPlayer>();
        vineClimbCollider = GameObject.FindObjectOfType<VineClimbController2>();
        charController = GameObject.FindObjectOfType<RomanCharController>();
    }
	private void Start ()
	{
		if (GameManager.componentActivatorOn) 
		{
			ComponentActivator.Instance.Register (this, new Dictionary<GameEvent, bool> {

				{ GameEvent.Jump, true },

				{ GameEvent.StartEdgeClimbing, false },
				{ GameEvent.StartWallClimbing, false },
				{ GameEvent.StartVineClimbing, false }

			});
		}

		cCollider = GetComponent<CapsuleCollider>();
		climbOverEdge = GetComponent<ClimbOverEdge>();
		charState = GetComponent<RomanCharState>();
	}
	private void Awake ()
	{
		charState = GetComponent<RomanCharState>();
		animator = GetComponent<Animator>();

		// Calculate the climbing tween's duration
		//tweenDuration = edgeTween.groupList[0].endTime - edgeTween.groupList[0].startTime;
		
		//print (tweenDuration);
//		if (edgeTween == null)
//			Debug.LogError("tween not defined");
//		
//		if (edgePath == null || vinePath == null)
//			Debug.LogError("path not defined");
////
//		// Disable the tween and path at beginning
		//EnableClimbOverTween(edgePath, edgeTween, false);
		//EnableClimbOverTween(vinePath, vineTween, false);
	}
	// Use this for initialization
	void Start () 
	{
		rb = GetComponent<Rigidbody>();
		animator = GetComponent<Animator>();
		cController = GetComponent<CharacterController>();
		charState = GetComponent<RomanCharState>();
		cCollider = GetComponent<CapsuleCollider>();

		if (GameManager.componentActivatorOn) 
		{
			ComponentActivator.Instance.Register (this, new Dictionary<GameEvent, bool> { 

				{ GameEvent.WallClimbColliderDetected, true },

				//{ GameEvent.StopClimbing, false },
				{ GameEvent.FinishClimbOver, false },
				{ GameEvent.Land, false }

			});
		}
	}
 void Awake()
 {
     player = GameObject.FindGameObjectWithTag("Player").transform;
     charState = GameObject.FindObjectOfType<RomanCharState>();
 }
Exemplo n.º 15
0
	private void Start ()
	{
		charState = GameManager.Instance.charState;
		SetState(CamState.Free);
		SetTarget(follow);
//		tunnelObserver = GameManager.Instance.tunnelObserver;
		MoveToTarget();

		collision.Initialize(Camera.main);
		collision.UpdateCameraClipPoints(transform.position, transform.rotation, ref collision.adjustedCameraClipPoints);
		collision.UpdateCameraClipPoints(destination, transform.rotation, ref collision.desiredCameraClipPoints);
		//previousMousePos = currentMousePos = Input.mousePosition;
	}
	private static float lastJumpTime;								//Time stamp of the last time the char jumped
	// Use this for initialization

	//private Vector3 bounceDirection;

	void Start () 
	{
		animator = GetComponent<Animator>();
		rb = GetComponent<Rigidbody>();
		charController = GetComponent<RomanCharController>();
		charState = GetComponent<RomanCharState>();
		cCollider = GetComponent<CapsuleCollider>();

		if (cColliderFrontTransf == null)
			Debug.Log("collider front point not defined");

//		ComponentActivator.Instance.Register(this, new Dictionary<GameEvent, bool> {
//			{ GameEvent.StartWallClimbing, false }
//
//		});
	}
    void Start()
    {
        ComponentActivator.Instance.Register(this, new Dictionary<GameEvent, bool> {

            { GameEvent.Land, true },
            { GameEvent.StopVineClimbing, true },
            { GameEvent.StopEdgeClimbing, true },
            { GameEvent.FinishClimbOver, true },

            { GameEvent.StartVineClimbing, false },
            { GameEvent.StartEdgeClimbing, false },

        });

        charState = GetComponent<RomanCharState>();
        animator = GetComponent<Animator>();
        rb = GetComponent<Rigidbody>();
        cam = Camera.main.transform;
        cController = GetComponent<CharacterController>();
        cCollider = GetComponent<CapsuleCollider>();
        vineClimbCollider = GetComponent<VineClimbController2>();
    }
 private void Awake()
 {
     charState = GetComponent<RomanCharState>();
     animator = GetComponent<Animator>();
 }