public override void Init(FPController link) { base.Init(link); Forward = Right = Vector3.zero; Calculate(); }
public override void Init(FPController link) { base.Init(link); InitGround(); InitAir(); }
public override void Init(FPController link) { base.Init(link); pivot.Init(This); camera.Init(This); }
public override void Init(FPController link) { base.Init(link); Slide.OnBeggining += OnBeggining; Slide.OnEnd += OnEnd; }
public override void Init(FPController link) { base.Init(link); GroundCheck.OnLeave += OnLeftGround; InitSlide(); }
void OnTriggerExit(Collider other) { if (other.transform == playerfeet) // player entered water { FPController fp = GameObject.FindWithTag("Player").GetComponent <FPController>(); fp.WaterSteps = false; } }
public override void Init(FPController link) { base.Init(link); data.SetCrouchData(State.Crouch); InitSound(); }
public override void Init(FPController link) { base.Init(link); InitAudio(); InitStep(); }
public override void Init(FPController link) { base.Init(link); UpdateMaxValue(); Value = Vector2.zero; }
public override void Init(FPController link) { base.Init(link); InitCrocuh(); InitProne(); InitSprint(); }
public override void Init(FPController link) { base.Init(link); control.SetContext(Controller.Control); InitModules(); }
private void Start() { munition = maxCapacity; crossHair = GameObject.FindGameObjectWithTag("Crosshair").GetComponent <AimingPoint>(); player = GameObject.FindGameObjectWithTag("Player").GetComponent <FPController>(); anim = GetComponent <Animator>(); UpdateUI(); }
public void VerifyHitsPlayer() { Collider[] colliders = Physics.OverlapSphere(colliderAttack.position, attackRadius); if (colliders != null && colliders.Length > 0) { FPController playerController = player.GetComponent <FPController>(); playerController.TakeDamage(damage); } }
private void OnTriggerEnter(Collider other) { if (other.gameObject.CompareTag("Enemy")) { SoundManagerController.PlaySound("hit"); other.gameObject.SetActive(false); FPController.IncrementaEnemyCount(); } }
public override void Init(FPController link) { base.Init(link); Previous = Target = State.StartStateData; Transition = new TransitionData(Target); Lerp = 1f; }
private void Start() { EndScreenPanel.gameObject.SetActive(false); if (player == null) { player = GameObject.FindGameObjectWithTag("Player").GetComponent <FPController>(); } }
public override void Init(FPController link) { base.Init(link); Sprint.Init(Controller); InitTransition(); InitTraverser(); }
public void Init(FPController fpController, ControllerStateData current) { this.fpController = fpController; this.previous = current; this.target = current; this.lerp.SetValueToMin(); UpdateCurrentState(); }
public override void Init(FPController link) { base.Init(link); control.SetContext(Controller.Control); InitCameraRig(); InitCharacterLook(); InitLookTarget(); }
/// <summary> /// disables a vp_FPCamera and its spring and bob system after /// backing up its original angle, unwielding the current weapon, /// stopping the controller and preventing gameplay input /// </summary> public void DisableFPCamera() { m_OriginalAngle = FPCamera.transform.eulerAngles; // backup camera angle // NOTE: we can't backup camera position because controller could have moved m_WieldedWeapon = FPPlayer.CurrentWeaponIndex.Get(); // remember the weapon we are holding FPPlayer.SetWeapon.TryStart(0); // unwield current weapon FPController.Stop(); // stop controller FPPlayer.InputAllowGameplay.Set(false); // prevent player from moving FPCamera.SnapSprings(); // reset spring state to default FPCamera.StopSprings(); // stop springs and zero out bob FPCamera.enabled = false; // disable vp_FPCamera }
public void Init(FPController fpController) { this.FPController = fpController; walking.State = ControllerState.Walking; sprint.State = ControllerState.Sprinting; crouch.State = ControllerState.Crouching; prone.State = ControllerState.Proning; custom.State = ControllerState.Custom; traverser.Init(FPController, GetData(startingState)); }
// Use this for initialization void Start() { GameObject acteuer = GameObject.Find("Akteuer"); if (acteuer == null) { justButtonFunctions = true; Cursor.lockState = CursorLockMode.None; Cursor.visible = true; return; } fpsc = acteuer.GetComponent <FPController> (); Process(); }
public void Lose() { Animator loseScreenAnimator = loseScreen.GetComponent <Animator>(); FPController f = player.GetComponent <FPController>(); // activate cursor Cursor.lockState = CursorLockMode.None; // lock player in place f.forwMovementSpeed = 0; f.horzMovementSpeed = 0; f.lookspeed = 0; // display lose screen loseScreen.SetActive(true); loseScreenAnimator.SetTrigger("Fade in"); }
void OnTriggerEnter(Collider other) { if (other.transform == playerfeet) // player entered water { if (WaterSystem.instance.WaterElectrified) { other.GetComponent <GameOver>().Kill(GameOver.DeathType.ELECTRIFICATION); } else { FPController fp = GameObject.FindWithTag("Player").GetComponent <FPController>(); fp.WaterSteps = true; } } }
private void RemoveRemoteCanvas() { GameObject mainCamera = GameObject.FindWithTag("MainCamera"); GameObject player = GameObject.Find("FPC"); FPController D = player.GetComponent <FPController>(); D.enabled = true; PlayerControls pc = mainCamera.GetComponent <PlayerControls>(); pc.enabled = true; RemoteControlCanvas.SetActive(false); Cursor.visible = false; Cursor.lockState = CursorLockMode.None; }
private void Start() { fpsState = FPController.Instance; szState = SZController.Instance; switcher = StateSwitcher.Instance; szMemory = SZMemory.Instance; if (Options.Instance.isFP_isFirst) { stateType = PlayerStateType.FirstPerson; fpsState.Unlock(); } else { stateType = PlayerStateType.StageZone; szState.Unlock(); } }
public void Init(FPController fpController) { this.FPController = fpController; movement.Init(this, FPController.States.StartingState); }
public override void Init(FPController link) { base.Init(link); Do(); }
public override void Init(FPController link) { base.Init(link); Step.OnComplete += Play; }
// Start is called before the first frame update void Start() { player = GameObject.FindGameObjectWithTag("Player").GetComponent <FPController>(); soundPlayer = GetComponent <AudioSource>(); }