// Start is called before the first frame update
    void Start()
    {
        worldSettings = FindObjectOfType <WorldSettings>();
        controller    = GetComponent <CharacterController>();
        worldSettings = FindObjectOfType <WorldSettings>();
        anim          = GetComponent <Animator>();

        raycast = GetComponent <RaycastController>();
        if (raycast != null)
        {
            int inventoryLayerMask = 1 << LayerMask.NameToLayer("Enemy");
            raycast.AddLayerMask(inventoryLayerMask);
        }

        equipper         = GetComponent <ItemEquipper>();
        attack           = GetComponent <PlayerAttack>();
        treeController   = GetComponent <TreeController>();
        cameraAdjuster   = GetComponent <CameraAdjuster>();
        playerStatistics = GetComponent <PlayerStatistics>();
        itemCollector    = GetComponent <ItemCollector>();

        totalSwingTime = GetSwimgTimeByAnimator(anim);

        reticleMissColor = reticle.color;
    }
    void Start()
    {
        sr = GetComponent <SpriteRenderer>();

        statsText   = transform.GetChild(0).transform.GetChild(0).GetComponent <Text>();
        camAdjuster = FindObjectOfType <Camera>().GetComponent <CameraAdjuster>();
    }
 void Start()
 {
     cameraAdjuster   = this;
     playerTransforms = new List <Transform>();
     cam       = gameObject.GetComponent <Camera>();
     tvEffect  = gameObject.GetComponent <TV_Effect>();
     vhsEffect = gameObject.GetComponent <VHS_Effect>();
 }
Пример #4
0
    public static void StartGame()
    {
        CameraAdjuster.ScanForPlayersAndShadow();
        var players = GameObject.FindGameObjectsWithTag("Player");

        foreach (GameObject g in players)
        {
            g.GetComponent <PlayerController>().frozen = false;
        }
    }
Пример #5
0
    // Constructs a DisplayManager with all available resolutions and camera CameraAdjuster
    public DisplayManager(Resolution[] _resolutions, CameraAdjuster _camAdjuster)
    {
        camAdjuster = _camAdjuster;
        resolutions = _resolutions;

        // TODO: Check if Unity saves chosen screen resolution

        ApplyResolution(new ResolutionData {
            resolution = new Resolution
            {
                width  = Screen.width,
                height = Screen.height,
            },
            index = 0,
        });
    }
Пример #6
0
 private void OnDestroy()
 {
     CameraAdjuster.ScanForPlayersAndShadow();
 }