public Slide(float speed, AePlayerMovements player, EnumStance StanceID, float recoil, float EnergyChanger, int FoV) { fieldOfView = FoV; energyModifer = EnergyChanger; recoilMultiplier = recoil; m_eStance = StanceID; m_fSpeedWhile = speed; TimerBetween = 2.0f; TimeSlide = 1.5f; TimeSlideDecrease = TimeSlide; LayerX = player.GetGrandChild(7).gameObject; LayerY = player.GetGrandChild(8).gameObject; controller = player.manager.controller; m_MasterClass = player; baseheightcontroller = controller.height; baseYcenterController = controller.center.y; basecamerayheight = LayerX.transform.localPosition.y; AngleDefault = LayerY.transform.localRotation; AngleSlideX = new Quaternion(-0.1f, 0f, 0f, 1f); AngleSlideY = new Quaternion(0f, 0f, 0.3f, 1f); Ycenter = -0.52f; camerayheight = -1.15f; heightController = 0f; }
void Awake() { m_pMovements = GetComponent <AePlayerMovements>(); m_pMouseX = GetComponent <AeMouseLookX>(); m_pMouseY = GetComponentInChildren <AeMouseLookY>(); m_pBones = GetComponent <AeBones>(); m_pStats = GetComponent <AeStats>(); m_pNetworkCaller = GetComponent <AeNetworkPlayerController>(); m_pAnimator = GetComponent <AeAnimSynchronizer>(); m_pInputs = GetComponent <AeInputController>(); m_pWeaponHandler = GetComponentInChildren <AeNetShoot>(); m_pNickNameHandler = GetComponentInChildren <AeHeadName>(); m_pTrigger = GetComponent <AePlayerTrigger>(); m_pStatsSynchronizer = GetComponentInChildren <AeControllerStats>(); controller = GetComponent <CharacterController>(); Component [] Cameras = gameObject.GetComponentsInChildren <Camera>(); NormalCam = Cameras[0].GetComponent <Camera>(); GunCam = Cameras[1].GetComponent <Camera>(); Listener = GetComponentInChildren <AudioListener>(); if (networkView.isMine) { m_pMouseX.enabled = true; m_pMouseY.enabled = true; NormalCam.enabled = true; GunCam.enabled = true; Listener.enabled = true; m_pTrigger.enabled = true; } }
public Walk(float speed, AePlayerMovements player, EnumStance StanceID, float recoil, float EnergyChanger, int FoV) { fieldOfView = FoV; energyModifer = EnergyChanger; recoilMultiplier = recoil; m_eStance = StanceID; m_fSpeedWhile = speed; m_MasterClass = player; }
public WallRunRight(float speed, AePlayerMovements player, EnumStance StanceID, float recoil, float EnergyChanger, int FoV) { fieldOfView = FoV; energyModifer = EnergyChanger; recoilMultiplier = recoil; m_eStance = StanceID; m_fSpeedWhile = speed; RotationCamAmountZ = 25; RotationCamAmountY = 40; LayerZ = player.GetGrandChild(2).gameObject; LayerY = player.GetGrandChild(4).gameObject; m_MasterClass = player; }
public Crouch(float speed, AePlayerMovements player, EnumStance StanceID, float recoil, float EnergyChanger, int FoV, float optSpeedCrouch = 10f, float optCameraHeight = 0.55f, float optCrouchCenter = -0.21f, float optCrouchHeight = 1.3f) { fieldOfView = FoV; energyModifer = EnergyChanger; recoilMultiplier = recoil; m_eStance = StanceID; m_fSpeedWhile = speed; controller = player.manager.controller; LayerCrouch = player.GetGrandChild(10).gameObject; SpeedToCrouch = optSpeedCrouch; cameraHeightY = optCameraHeight; crouchCenter = optCrouchCenter; crouchHeight = optCrouchHeight; BasecameraHeight = LayerCrouch.transform.localPosition.z; normalCenter = controller.center.y; normalHeight = controller.height; m_MasterClass = player; }
public override void OnInspectorGUI() { EditorGUILayout.Space(); EditorGUILayout.LabelField("Base Player Movements", EditorStyles.whiteLargeLabel); AePlayerMovements S = (AePlayerMovements)target; EditorGUI.indentLevel = 0; idleOpen = EditorGUILayout.Foldout(idleOpen, "Idle Stance"); if (idleOpen) { EditorGUI.indentLevel = 1; S.idleRecoilFactor = EditorGUILayout.FloatField("Recoil", S.idleRecoilFactor); S.idleEnergyChanger = EditorGUILayout.FloatField("Energy", S.idleEnergyChanger); S.idleFieldOfView = EditorGUILayout.IntField("FoV", S.idleFieldOfView); } EditorGUI.indentLevel = 0; walkOpen = EditorGUILayout.Foldout(walkOpen, "Walk Stance"); if (walkOpen) { EditorGUI.indentLevel = 1; S.walkSpeed = EditorGUILayout.FloatField("Speed", S.walkSpeed); S.walkRecoilFactor = EditorGUILayout.FloatField("Recoil", S.walkRecoilFactor); S.walkEnergyChanger = EditorGUILayout.FloatField("Energy", S.walkEnergyChanger); S.walkFieldOfView = EditorGUILayout.IntField("FoV", S.walkFieldOfView); } EditorGUI.indentLevel = 0; runOpen = EditorGUILayout.Foldout(runOpen, "Run Stance"); if (runOpen) { EditorGUI.indentLevel = 1; S.runSpeed = EditorGUILayout.FloatField("Speed", S.runSpeed); S.runRecoilFactor = EditorGUILayout.FloatField("Recoil", S.runRecoilFactor); S.runEnergyChanger = EditorGUILayout.FloatField("Energy", S.runEnergyChanger); S.runFieldOfView = EditorGUILayout.IntField("FoV", S.runFieldOfView); } EditorGUI.indentLevel = 0; crouchOpen = EditorGUILayout.Foldout(crouchOpen, "Crouch Stance"); if (crouchOpen) { EditorGUI.indentLevel = 1; S.crouchSpeed = EditorGUILayout.FloatField("Speed", S.crouchSpeed); S.crouchRecoilFactor = EditorGUILayout.FloatField("Recoil", S.crouchRecoilFactor); S.crouchEnergyChanger = EditorGUILayout.FloatField("Energy", S.crouchEnergyChanger); S.crouchFieldOfView = EditorGUILayout.IntField("FoV", S.crouchFieldOfView); } EditorGUI.indentLevel = 0; slideOpen = EditorGUILayout.Foldout(slideOpen, "Slide Stance"); if (slideOpen) { EditorGUI.indentLevel = 1; S.slideSpeed = EditorGUILayout.FloatField("Speed", S.slideSpeed); S.slideRecoilFactor = EditorGUILayout.FloatField("Recoil", S.slideRecoilFactor); S.slideEnergyChanger = EditorGUILayout.FloatField("Energy", S.slideEnergyChanger); S.slideFieldOfView = EditorGUILayout.IntField("FoV", S.slideFieldOfView); } EditorGUI.indentLevel = 0; fallOpen = EditorGUILayout.Foldout(fallOpen, "Falling Stance"); if (fallOpen) { EditorGUI.indentLevel = 1; S.fallingSpeed = EditorGUILayout.FloatField("Speed", S.fallingSpeed); S.fallingRecoilFactor = EditorGUILayout.FloatField("Recoil", S.fallingRecoilFactor); S.fallingEnergyChanger = EditorGUILayout.FloatField("Energy", S.fallingEnergyChanger); S.fallingFieldOfView = EditorGUILayout.IntField("FoV", S.fallingFieldOfView); } EditorGUI.indentLevel = 0; wallRunLeftOpen = EditorGUILayout.Foldout(wallRunLeftOpen, "Wall Run Left Stance"); if (wallRunLeftOpen) { EditorGUI.indentLevel = 1; S.wrLeftSpeed = EditorGUILayout.FloatField("Speed", S.wrLeftSpeed); S.wrLeftRecoilFactor = EditorGUILayout.FloatField("Recoil", S.wrLeftRecoilFactor); S.wrLeftEnergyChanger = EditorGUILayout.FloatField("Energy", S.wrLeftEnergyChanger); S.wrLeftFieldOfView = EditorGUILayout.IntField("FoV", S.wrLeftFieldOfView); } EditorGUI.indentLevel = 0; wallRunRightOpen = EditorGUILayout.Foldout(wallRunRightOpen, "Wall Run Right Stance"); if (wallRunRightOpen) { EditorGUI.indentLevel = 1; S.wrRightSpeed = EditorGUILayout.FloatField("Speed", S.wrRightSpeed); S.wrRightRecoilFactor = EditorGUILayout.FloatField("Recoil", S.wrRightRecoilFactor); S.wrRightEnergyChanger = EditorGUILayout.FloatField("Energy", S.wrRightEnergyChanger); S.wrRightFieldOfView = EditorGUILayout.IntField("FoV", S.wrRightFieldOfView); } EditorGUI.indentLevel = 0; jumpOpen = EditorGUILayout.Foldout(jumpOpen, "Jump Stance"); if (jumpOpen) { EditorGUI.indentLevel = 1; S.jumpSpeed = EditorGUILayout.FloatField("Height", S.jumpSpeed); S.jumpEnergyChanger = EditorGUILayout.FloatField("Energy", S.jumpEnergyChanger); } EditorGUI.indentLevel = 0; doubleJumpOpen = EditorGUILayout.Foldout(doubleJumpOpen, "Double Jump Stance"); if (doubleJumpOpen) { EditorGUI.indentLevel = 1; S.doubleJumpSpeed = EditorGUILayout.FloatField("Height", S.doubleJumpSpeed); S.doubleJumpEnergyChanger = EditorGUILayout.FloatField("Energy", S.doubleJumpEnergyChanger); S.doubleJumpTimingCan = EditorGUILayout.FloatField("Timing in air", S.doubleJumpTimingCan); } EditorGUI.indentLevel = 0; dashOpen = EditorGUILayout.Foldout(dashOpen, "Dash Stance"); if (dashOpen) { EditorGUI.indentLevel = 1; S.speedDashBase = EditorGUILayout.FloatField("base speed", S.speedDashBase); S.speedDashByFrame = EditorGUILayout.FloatField("speed by frame", S.speedDashByFrame); S.dashDuration = EditorGUILayout.FloatField("duration", S.dashDuration); S.dashEnergyCost = EditorGUILayout.FloatField("Energy", S.dashEnergyCost); S.dashBetweenTiming = EditorGUILayout.FloatField("Timing between dashes", S.dashBetweenTiming); S.trail = (GameObject)EditorGUILayout.ObjectField(S.trail, typeof(Object), true); } EditorGUI.indentLevel = 0; otherSettings = EditorGUILayout.Foldout(otherSettings, "Others settings"); if (otherSettings) { S.gravity = EditorGUILayout.FloatField("gravity", S.gravity); S.RangeBlocker = EditorGUILayout.FloatField("Range Block", S.RangeBlocker); } EditorUtility.SetDirty(target); }