protected override void Awake()
        {
            m_Transform     = transform;
            m_Camera        = GetComponent <Camera>();
            m_CameraHandler = GetComponent <CameraHandler>();
            m_CameraMonitor = GetComponent <CameraMonitor>();

            SharedManager.Register(this);

            m_StartPitch = m_Pitch = m_Transform.eulerAngles.x;

            // The active state is a unique state which is layered by the additional states.
            m_ActiveState = ScriptableObject.CreateInstance <CameraState>();
            if (m_CameraStates == null || m_CameraStates.Length == 0)
            {
                m_DefaultState = ScriptableObject.CreateInstance <CameraState>();
                m_CameraStates = new CameraState[] { m_DefaultState };
            }
            else
            {
                m_DefaultState = m_CameraStates[0];
            }
            for (int i = 0; i < m_CameraStates.Length; ++i)
            {
                m_CameraStatesMap.Add(m_CameraStates[i].name, m_CameraStates[i]);
            }
            ChangeState(m_DefaultState, true);
        }
Exemplo n.º 2
0
 /// <summary>
 /// Cache the component references and register with the SharedManager.
 /// </summary>
 protected virtual void Awake()
 {
     m_GameObject = gameObject;
     m_Transform  = transform;
     if (m_DisableTreeOnDeath)
     {
         m_BehaviorTree = GetComponent <BehaviorTree>();
     }
     SharedManager.Register(this);
 }