Exemplo n.º 1
0
    void Start()
    {
        //set up object and component references
        playerObj            = Camera.main.transform.GetComponent <CameraControl>().playerObj;
        myTransform          = transform;//store this object's transform for optimization
        playerObjTransform   = playerObj.transform;
        mainCameraTransform  = Camera.main.transform;
        FPSPlayerComponent   = playerObj.GetComponent <FPSPlayer>();
        weaponObj            = FPSPlayerComponent.weaponObj;
        MouseLookComponent   = transform.parent.transform.GetComponent <SmoothMouseLook>();
        GunSwayComponent     = weaponObj.GetComponent <GunSway>();
        FPSWalkerComponent   = playerObj.GetComponent <FPSRigidBodyWalker>();
        VisibleBodyComponent = FPSWalkerComponent.VisibleBody.GetComponent <VisibleBody>();
        IronsightsComponent  = playerObj.GetComponent <Ironsights>();
        InputComponent       = playerObj.GetComponent <InputControl>();
        if (playerObj.GetComponent <WorldRecenter>())
        {
            WorldRecenterComponent = playerObj.GetComponent <WorldRecenter>();
        }
        AnimationComponent = GetComponent <Animation>();

        offsetAmt       = offset;
        currentDistance = 0f;
        zoomDistance    = 0f;
    }
 void Start()
 {
     //set up component references
     if (CinemaCameraObj)
     {
         CinemaCameraObj.SetActive(false);
     }
     CameraControlComponent = MainCameraObj.GetComponent <CameraControl>();
     MouseLookComponent     = FPSCameraObj.GetComponent <SmoothMouseLook>();
     FPSPlayerComponent     = FPSPlayerObj.GetComponent <FPSPlayer>();
     FPSWalkerComponent     = FPSPlayerObj.GetComponent <FPSRigidBodyWalker>();
     PlayerWeaponsComponent = FPSWeaponsObj.GetComponent <PlayerWeapons>();
     IronsightsComponent    = FPSPlayerObj.GetComponent <Ironsights>();
     VisibleBodyComponent   = FPSWalkerComponent.VisibleBody.GetComponent <VisibleBody>();
     if (!FPSPlayerComponent.crosshairEnabled)
     {
         noCrosshair = true;            //don't reactivate crosshair if it wasn't active to start
     }
 }