void FixedUpdate() { Image NoteImage = NotesUIImage.GetComponent <Image>(); CrosshairGUI Crosshair = Camera.main.GetComponent <CrosshairGUI>(); FirstPersonController FPSComp = FPSScript.GetComponent <FirstPersonController>(); if (showNote) { NoteImage.enabled = true; Crosshair.enabled = false; UI.SetActive(true); this.GetComponent <Renderer>().enabled = false; this.GetComponent <Collider>().enabled = false; FPSComp.enabled = false; } if (backNote) { NoteImage.enabled = false; Crosshair.enabled = true; UI.SetActive(false); Crosshair.m_DefaultReticle = true; Crosshair.m_UseReticle = false; FPSComp.enabled = true; Remove(); } }
public void RunStart() { if (mpReferenceOnly) { return; } PlayerReference pr = GeneralVariables.playerRef; pl = pr.GetComponent <PlayerLook>(); pm = pr.GetComponent <PlayerMovement>(); wm = pr.wm; dm = pr.dm; ac = pr.ac; acs = pr.acs; tss = firePos.GetComponent <TimeScaleSound>(); UIController uiController = GeneralVariables.uiController; curAmmoDisplay = uiController.curAmmoDisplay; ammoLeftDisplay = uiController.ammoLeftDisplay; ammoBar = uiController.ammoBar; crosshair = uiController.crosshairs; if (muzzleLight != null) { muzzleBrightness = muzzleLight.intensity; } initializeTime = Time.time; PoolManager.Instance.Initialize(); gunVisuals = GetComponent <GunVisuals>(); shootImpulseGUI = 1f; reloadImpulseGUI = 1f; pa = GetComponent <PistolAnim>(); maxIndex = 2; SwitchFiringMethod(); flashlightOn = false; startCounting = false; fireCount = 0; asm = 1f; spreadReal = baseSpreadAmount; bsna = baseSpreadAmount; }