void Start() { camP = FindObjectOfType <CameraPlayer>(); mPlayer = FindObjectOfType <MovimientosPlayer>(); meshNave = GetComponentsInChildren <SkinnedMeshRenderer>(); myNaveAnim = GetComponent <Animator>(); }
public override void Setup(Camera CameraTemplate, PlayerController[] ToFollow, CanvasGroup UI, PlayerUIHandler PlayerUITemplate) { Destroy(); base.Setup(CameraTemplate, ToFollow, UI, PlayerUITemplate); follow = new PlayerController[ToFollow.Length]; for (int i = 0; i < ToFollow.Length; i++) { follow[i] = ToFollow[i]; } cameras = new Camera[follow.Length]; for (int i = 0; i < cameras.Length; i++) { cameras[i] = Instantiate(CameraTemplate); cameras[i].gameObject.SetActive(true); cameras[i].gameObject.name = string.Format("Camera{0}", i + 1); cameras[i].transform.SetParent(transform, false); Rect rect = cameras[i].rect; rect.x = (i % 2) * 0.5f; rect.width = 0.5f; if (ToFollow.Length > 2) { rect.height = 0.5f; if ((i / 2) < 1) { rect.y = 0.5f; } } cameras[i].rect = rect; CameraPlayer cp = cameras[i].GetComponent <CameraPlayer>(); if (cp == null) { cp = cameras[i].gameObject.AddComponent <CameraPlayer>(); } cp.Follow = follow[i]; } orthographicSize = CameraTemplate.orthographicSize; }
private void Awake() //Seguir probando con la colision rigid body,box collider casi funciona { InitialSpeed = runSpeed; camPlayer = FindObjectOfType <CameraPlayer>(); movNave = FindObjectOfType <MovimientosNave>(); boxC = GetComponent <BoxCollider>(); miAnimator = GetComponentInParent <Animator>(); naveAnimator = movNave.GetComponent <Animator>(); //---------------------------------------------------------- psControl = new PS4Control(); //Agacharse psControl.Movimientos.agachar.performed += ctx => agacho = true; psControl.Movimientos.agachar.canceled += ctx => agacho = false; //SAlto psControl.Movimientos.saltar.performed += ctx => saltar = true; psControl.Movimientos.saltar.canceled += ctx => saltar = false; //Giro psControl.Movimientos.Spin.started += ctx => giro = true; psControl.Movimientos.Spin.canceled += ctx => giro = false; //Puñetazo psControl.Movimientos.puñetazo.started += ctx => puñetazo = true; psControl.Movimientos.puñetazo.canceled += ctx => puñetazo = false; //Movimiento psControl.Movimientos.Caminar.performed += ctx => movimiento = ctx.ReadValue <Vector2>(); psControl.Movimientos.Caminar.canceled += ctx => movimiento = Vector2.zero; //Gestion de escena psControl.Movimientos.reiniciarApp.started += ctx => Application.LoadLevel(0); //psControl.Movimientos.reiniciarApp.canceled += ctx => ; psControl.Movimientos.salirApp.started += ctx => Application.Quit(); }
private void Awake() { I = this; }
// Use this for initialization void Start() { m_molat = GetComponent <Molat>(); myCamera = GetComponentInChildren <CameraPlayer>(); Cursor.lockState = CursorLockMode.Locked; }
void Start() { mainCamera = Camera.main; cPlayer = mainCamera.GetComponent<CameraPlayer> (); }