// Use this for initialization void Start() { _audioSource = GetComponent <AudioSource>(); firstPersonView = transform.Find("FPS View").transform; charController = GetComponent <CharacterController>(); speed = walkSpeed; isMoving = false; rayDistance = charController.height * 0.5f + charController.radius; defaultControllerHeight = charController.height; defaultCamPos = firstPersonView.localPosition; playerAnimation = GetComponent <FPSPlayerAnimation>(); weaponManager.weapons[0].SetActive(true); currentWeapon = weaponManager.weapons[0].GetComponent <FPSWeapon>(); currentHandsWeapon = handsWeaponManager.weapons[0].GetComponent <FPSHandsWeapon>(); handsWeaponManager.weapons[0].SetActive(true); }
// Use this for initialization void Start() { firstPerson_View = transform.Find("FPS View").transform; charController = GetComponent <CharacterController> (); speed = walkSpeed; is_Moving = false; rayDistance = charController.height * 0.5f + charController.radius; default_ControllerHeight = charController.height; default_CamPos = firstPerson_View.localPosition; playerAnimation = GetComponent <FPSPlayerAnimations> (); weapon_manage.weapons [0].SetActive(true); current_Weapon = weapon_manage.weapons [0].GetComponent <FPSWeapon> (); handsWeapon_Manager.weapons [0].SetActive(true); current_Hands_Weapon = handsWeapon_Manager.weapons [0].GetComponent <FPSHandsWeapon> (); if (isLocalPlayer) { playerHolder.layer = LayerMask.NameToLayer("Player"); foreach (Transform child in playerHolder.transform) { child.gameObject.layer = LayerMask.NameToLayer("Player"); } for (int i = 0; i < weapons_FPS.Length; i++) { weapons_FPS [i].layer = LayerMask.NameToLayer("Player"); } weaponsHolder.layer = LayerMask.NameToLayer("Enemy"); foreach (Transform child in weaponsHolder.transform) { child.gameObject.layer = LayerMask.NameToLayer("Enemy"); } } if (!isLocalPlayer) { playerHolder.layer = LayerMask.NameToLayer("Enemy"); foreach (Transform child in playerHolder.transform) { child.gameObject.layer = LayerMask.NameToLayer("Enemy"); } for (int i = 0; i < weapons_FPS.Length; i++) { weapons_FPS [i].layer = LayerMask.NameToLayer("Enemy"); } weaponsHolder.layer = LayerMask.NameToLayer("Player"); foreach (Transform child in weaponsHolder.transform) { child.gameObject.layer = LayerMask.NameToLayer("Player"); } } if (!isLocalPlayer) { for (int i = 0; i < mouseLook.Length; i++) { mouseLook [i].enabled = false; } } mainCam = transform.Find("FPS View").Find("FPS Camera").GetComponent <Camera> (); mainCam.gameObject.SetActive(false); if (!isLocalPlayer) { for (int i = 0; i < PlayerRender.materials.Length; i++) { PlayerRender.materials [i].color = playerColors [i]; } } }
void SelectWeapon() { if (Input.GetKeyDown(KeyCode.Alpha1)) { if (!handsWeapon_Manager.weapons [0].activeInHierarchy) { for (int i = 0; i < handsWeapon_Manager.weapons.Length; i++) { handsWeapon_Manager.weapons [i].SetActive(false); } current_Hands_Weapon = null; handsWeapon_Manager.weapons [0].SetActive(true); current_Hands_Weapon = handsWeapon_Manager.weapons [0].GetComponent <FPSHandsWeapon> (); } if (!weapon_manage.weapons [0].activeInHierarchy) { for (int i = 0; i < weapon_manage.weapons.Length; i++) { weapon_manage.weapons [i].SetActive(false); } current_Weapon = null; weapon_manage.weapons [0].SetActive(true); current_Weapon = weapon_manage.weapons [0].GetComponent <FPSWeapon> (); playerAnimation.ChangeController(true); } } if (Input.GetKeyDown(KeyCode.Alpha2)) { if (!handsWeapon_Manager.weapons [1].activeInHierarchy) { for (int i = 0; i < handsWeapon_Manager.weapons.Length; i++) { handsWeapon_Manager.weapons [i].SetActive(false); } current_Hands_Weapon = null; handsWeapon_Manager.weapons [1].SetActive(true); current_Hands_Weapon = handsWeapon_Manager.weapons [1].GetComponent <FPSHandsWeapon> (); } if (!weapon_manage.weapons [1].activeInHierarchy) { for (int i = 0; i < weapon_manage.weapons.Length; i++) { weapon_manage.weapons [i].SetActive(false); } current_Weapon = null; weapon_manage.weapons [1].SetActive(true); current_Weapon = weapon_manage.weapons [1].GetComponent <FPSWeapon> (); playerAnimation.ChangeController(false); } } if (Input.GetKeyDown(KeyCode.Alpha3)) { if (!handsWeapon_Manager.weapons [2].activeInHierarchy) { for (int i = 0; i < handsWeapon_Manager.weapons.Length; i++) { handsWeapon_Manager.weapons [i].SetActive(false); } current_Hands_Weapon = null; handsWeapon_Manager.weapons [2].SetActive(true); current_Hands_Weapon = handsWeapon_Manager.weapons [2].GetComponent <FPSHandsWeapon> (); } if (!weapon_manage.weapons [2].activeInHierarchy) { for (int i = 0; i < weapon_manage.weapons.Length; i++) { weapon_manage.weapons [i].SetActive(false); } current_Weapon = null; weapon_manage.weapons [2].SetActive(true); current_Weapon = weapon_manage.weapons [2].GetComponent <FPSWeapon> (); playerAnimation.ChangeController(false); } } }
void Start () { // Find is not optimal firstPerson_View = transform.Find ("FPS View").transform; charController = GetComponent<CharacterController> (); speed = walkSpeed; isMoving = false; rayDistance = charController.height * 0.5f + charController.radius; default_ControllerHeight = charController.height; default_CameraPosition = firstPerson_View.localPosition; playerAnimations = GetComponent<FPSPlayerAnimations> (); weaponManager.weapons[0].SetActive (true); currentWeapon = weaponManager.weapons[0].GetComponent<FPSWeapon> (); handsWeaponManager.weapons[0].SetActive (true); currentHandsWeapon = handsWeaponManager.weapons[0].GetComponent<FPSHandsWeapon> (); if (isLocalPlayer) { playerHolder.layer = LayerMask.NameToLayer ("Player"); foreach (Transform child in playerHolder.transform) { child.gameObject.layer = LayerMask.NameToLayer ("Player"); } for (int i = 0; i < weaponsFPS.Length; i++) { weaponsFPS[i].layer = LayerMask.NameToLayer ("Player"); } weaponsHolder.layer = LayerMask.NameToLayer ("Enemy"); foreach (Transform child in weaponsHolder.transform) { child.gameObject.layer = LayerMask.NameToLayer ("Enemy"); } } if (!isLocalPlayer) { playerHolder.layer = LayerMask.NameToLayer ("Enemy"); foreach (Transform child in playerHolder.transform) { child.gameObject.layer = LayerMask.NameToLayer ("Enemy"); } for (int i = 0; i < weaponsFPS.Length; i++) { weaponsFPS[i].layer = LayerMask.NameToLayer ("Enemy"); } weaponsHolder.layer = LayerMask.NameToLayer ("Player"); foreach (Transform child in weaponsHolder.transform) { child.gameObject.layer = LayerMask.NameToLayer ("Player"); } } if (!isLocalPlayer) { for (int i = 0; i < mouseLook.Length; i++) { mouseLook[i].enabled = false; } } // Deactivates all FPS Cameras mainCam = transform.Find ("FPS View").Find ("FPS Camera").GetComponent<Camera> (); mainCam.gameObject.SetActive (false); if (!isLocalPlayer) { for (int i = 0; i < playerRenderer1.materials.Length; i++) { //playerRenderer1.materials[i].color = playerColors[i]; //playerRenderer2.materials[i].color = playerColors[i]; //playerRenderer3.materials[i].color = playerColors[i]; // Players on server are set to delta skin playerRenderer1.material = delta; playerRenderer2.material = delta; playerRenderer3.material = delta; } } else { // Local player is set to swat skin playerRenderer1.material = swat; playerRenderer2.material = swat; playerRenderer3.material = swat; } }
private void SelectWeapon() { if (Input.GetKeyDown(KeyCode.Alpha1)) { isReloading = false; // instant refresh the cooldown of gun if (!handsWeaponManager.weapons[0].activeInHierarchy) { for (int i = 0; i < handsWeaponManager.weapons.Length; i++) { handsWeaponManager.weapons[i].SetActive(false); } currentHandsWeapon = null; handsWeaponManager.weapons[0].SetActive(true); currentHandsWeapon = handsWeaponManager.weapons[0].GetComponent <FPSHandsWeapon>(); if (_audioSource.clip != currentHandsWeapon.drawClip) { _audioSource.clip = currentHandsWeapon.drawClip; } _audioSource.Play(); } if (!weaponManager.weapons[0].activeInHierarchy) { for (int i = 0; i < weaponManager.weapons.Length; i++) { weaponManager.weapons[i].SetActive(false); } currentWeapon = null; weaponManager.weapons[0].SetActive(true); currentWeapon = weaponManager.weapons[0].GetComponent <FPSWeapon>(); playerAnimation.ChangeController(true); } } if (Input.GetKeyDown(KeyCode.Alpha2)) { isReloading = false; // instant refresh the cooldown of gun if (!handsWeaponManager.weapons[1].activeInHierarchy) { for (int i = 0; i < handsWeaponManager.weapons.Length; i++) { handsWeaponManager.weapons[i].SetActive(false); } currentWeapon = null; handsWeaponManager.weapons[1].SetActive(true); currentHandsWeapon = handsWeaponManager.weapons[1].GetComponent <FPSHandsWeapon>(); playerAnimation.ChangeController(false); if (_audioSource.clip != currentHandsWeapon.drawClip) { _audioSource.clip = currentHandsWeapon.drawClip; } _audioSource.Play(); } if (!weaponManager.weapons[1].activeInHierarchy) { for (int i = 0; i < weaponManager.weapons.Length; i++) { weaponManager.weapons[i].SetActive(false); } currentWeapon = null; weaponManager.weapons[1].SetActive(true); currentWeapon = weaponManager.weapons[1].GetComponent <FPSWeapon>(); playerAnimation.ChangeController(true); } } if (Input.GetKeyDown(KeyCode.Alpha3)) { isReloading = false; // instant refresh the cooldown of gun if (!handsWeaponManager.weapons[2].activeInHierarchy) { for (int i = 0; i < handsWeaponManager.weapons.Length; i++) { handsWeaponManager.weapons[i].SetActive(false); } currentHandsWeapon = null; handsWeaponManager.weapons[2].SetActive(true); currentHandsWeapon = handsWeaponManager.weapons[2].GetComponent <FPSHandsWeapon>(); playerAnimation.ChangeController(false); if (_audioSource.clip != currentHandsWeapon.drawClip) { _audioSource.clip = currentHandsWeapon.drawClip; } _audioSource.Play(); } if (!weaponManager.weapons[2].activeInHierarchy) { for (int i = 0; i < weaponManager.weapons.Length; i++) { weaponManager.weapons[i].SetActive(false); } currentWeapon = null; weaponManager.weapons[2].SetActive(true); currentWeapon = weaponManager.weapons[2].GetComponent <FPSWeapon>(); playerAnimation.ChangeController(false); } } }
void Start() { firstPerson_view = transform.Find("FPS VIEW").transform; charController = GetComponent <CharacterController> (); speed = walkSpeed; is_moving = false; isShooting.value = 1; reloadNoification = GameObject.Find("ReloadNotification"); reloadNoification.GetComponent <Animator>().enabled = false; reloadNoification.transform.localScale = Vector3.zero; rayDistance = charController.height * 0.5f + charController.radius; default_controllerHeight = charController.height; default_CamPos = firstPerson_view.localPosition; playerAnimations = GetComponent <FPSPlayerAnimations>(); weapon_Manager.weapons[0].SetActive(true); current_Weapon = weapon_Manager.weapons[0].GetComponent <FPSWeapon>(); handsWeapon_Manager.weapons[0].SetActive(true); if (isFpsActive) { current_hands_Weapon = handsWeapon_Manager.weapons[0].GetComponent <FPSHandsWeapon> (); } // if(isLocalPlayer) { // playerHolder.layer = LayerMask.NameToLayer ("Player"); // foreach (Transform child in playerHolder.transform) { // child.gameObject.layer = LayerMask.NameToLayer ("Player"); // } // for(int i = 0; i < weapons_FPS.Length; i++) { // weapons_FPS [i].layer = LayerMask.NameToLayer("Player"); // } // weaponsHolder.layer = LayerMask.NameToLayer ("Enemy"); // foreach(Transform child in weaponsHolder.transform) { // child.gameObject.layer = LayerMask.NameToLayer("Enemy"); // } // } // if(!isLocalPlayer) { // playerHolder.layer = LayerMask.NameToLayer ("Enemy"); // foreach (Transform child in playerHolder.transform) { // child.gameObject.layer = LayerMask.NameToLayer ("Enemy"); // } // for(int i = 0; i < weapons_FPS.Length; i++) { // weapons_FPS [i].layer = LayerMask.NameToLayer("Enemy"); // } // weaponsHolder.layer = LayerMask.NameToLayer ("Player"); // foreach(Transform child in weaponsHolder.transform) { // child.gameObject.layer = LayerMask.NameToLayer("Player"); // } // } if (!isLocalPlayer) { for (int i = 0; i < mouseLooks.Length; i++) { mouseLooks[i].enabled = false; } } mainCam = transform.Find("FPS VIEW").Find("FPS Camera").GetComponent <Camera>(); mainCam.gameObject.SetActive(false); if (!isLocalPlayer) { tag = "Enemy"; for (int i = 0; i < playererRendered.materials.Length; i++) { /// RANDOM SKIN IN FUTURE; } } }
void SelectWeapon() { if (Input.GetKeyDown(KeyCode.Alpha1)) { ak47Back.SetActive(true); m4a1Back.SetActive(true); ammo.value = PlayerPrefs.GetInt("DEAGLE"); if (!handsWeapon_Manager.weapons [0].activeInHierarchy) { for (int i = 0; i < handsWeapon_Manager.weapons.Length; i++) { handsWeapon_Manager.weapons[i].SetActive(false); } current_hands_Weapon = null; handsWeapon_Manager.weapons[0].SetActive(true); if (isFpsActive) { current_hands_Weapon = handsWeapon_Manager.weapons[0].GetComponent <FPSHandsWeapon>(); } } if (!weapon_Manager.weapons [0].activeInHierarchy) { for (int i = 0; i < weapon_Manager.weapons.Length; i++) { weapon_Manager.weapons[i].SetActive(false); } current_Weapon = null; weapon_Manager.weapons[0].SetActive(true); current_Weapon = weapon_Manager.weapons[0].GetComponent <FPSWeapon> (); playerAnimations.ChangeController(true); } } if (Input.GetKeyDown(KeyCode.Alpha2)) { ak47Back.SetActive(false); m4a1Back.SetActive(true); ammo.value = PlayerPrefs.GetInt("AK47"); if (!handsWeapon_Manager.weapons [1].activeInHierarchy) { for (int i = 0; i < handsWeapon_Manager.weapons.Length; i++) { handsWeapon_Manager.weapons[i].SetActive(false); } current_hands_Weapon = null; handsWeapon_Manager.weapons[1].SetActive(true); if (isFpsActive) { current_hands_Weapon = handsWeapon_Manager.weapons[1].GetComponent <FPSHandsWeapon>(); } } if (!weapon_Manager.weapons [1].activeInHierarchy) { for (int i = 0; i < weapon_Manager.weapons.Length; i++) { weapon_Manager.weapons[i].SetActive(false); } current_Weapon = null; weapon_Manager.weapons[1].SetActive(true); current_Weapon = weapon_Manager.weapons[1].GetComponent <FPSWeapon> (); playerAnimations.ChangeController(false); } } if (Input.GetKeyDown(KeyCode.Alpha3)) { ak47Back.SetActive(true); m4a1Back.SetActive(false); ammo.value = PlayerPrefs.GetInt("M4A1"); if (!handsWeapon_Manager.weapons [2].activeInHierarchy) { for (int i = 0; i < handsWeapon_Manager.weapons.Length; i++) { handsWeapon_Manager.weapons[i].SetActive(false); } current_hands_Weapon = null; handsWeapon_Manager.weapons[2].SetActive(true); if (isFpsActive) { current_hands_Weapon = handsWeapon_Manager.weapons[2].GetComponent <FPSHandsWeapon>(); } } if (!weapon_Manager.weapons [2].activeInHierarchy) { for (int i = 0; i < weapon_Manager.weapons.Length; i++) { weapon_Manager.weapons[i].SetActive(false); } current_Weapon = null; weapon_Manager.weapons[2].SetActive(true); current_Weapon = weapon_Manager.weapons[2].GetComponent <FPSWeapon> (); playerAnimations.ChangeController(false); } } }
// Use this for initialization void Start() { this.m_firstPersonView = this.transform.Find("FPS View").transform; //transform.Find會從自己的遊戲物件子列表中去尋找對應的物件,這個方法會比GameObject.find還要快 this.m_charController = this.GetComponent <CharacterController>(); this.m_fSpeed = this.m_fWalkSpeed; this.m_bIsMoving = false; this.m_fRayDis = this.m_charController.height + this.m_charController.radius; print("射線距離 " + this.m_fRayDis); this.m_fDefaultControllerHeight = this.m_charController.height; this.m_defaulCamPos = this.m_firstPersonView.localPosition; this.m_playerAnim = this.GetComponent <FPSPlayerAnim>(); this.m_weaponManager.Weapons[0].SetActive(true); this.m_currentWeapon = this.m_weaponManager.Weapons[0].GetComponent <FPSWeapon>(); this.m_handsWeaponManager.Weapons[0].SetActive(true); this.m_curHandsWeapon = this.m_handsWeaponManager.Weapons[0].GetComponent <FPSHandsWeapon>(); if (this.isLocalPlayer) { this.m_playerHolder.layer = LayerMask.NameToLayer("Player"); foreach (Transform child in m_playerHolder.transform) { child.gameObject.layer = LayerMask.NameToLayer("Player"); } for (int i = 0; i < m_arrWeaponsFPS.Length; i++) { m_arrWeaponsFPS[i].layer = LayerMask.NameToLayer("Player"); } m_weaponsHolder.layer = LayerMask.NameToLayer("Enemy"); foreach (Transform child in m_weaponsHolder.transform) { child.gameObject.layer = LayerMask.NameToLayer("Enemy"); } } //if (!this.isLocalPlayer) else { this.m_playerHolder.layer = LayerMask.NameToLayer("Enemy"); foreach (Transform child in m_playerHolder.transform) { child.gameObject.layer = LayerMask.NameToLayer("Enemy"); } for (int i = 0; i < m_arrWeaponsFPS.Length; i++) { m_arrWeaponsFPS[i].layer = LayerMask.NameToLayer("Enemy"); } m_weaponsHolder.layer = LayerMask.NameToLayer("Player"); foreach (Transform child in m_weaponsHolder.transform) { child.gameObject.layer = LayerMask.NameToLayer("Player"); } for (int i = 0; i < m_arrMouseLook.Length; i++) { m_arrMouseLook[i].enabled = false; } this.m_mainCam.gameObject.SetActive(false); } }
void SelectWeapon() { if (Input.GetKeyDown(KeyCode.Alpha1)) { if (!m_handsWeaponManager.Weapons[0].activeInHierarchy) { for (int i = 0; i < m_handsWeaponManager.Weapons.Count; i++) { this.m_handsWeaponManager.Weapons[i].SetActive(false); } this.m_curHandsWeapon = null; this.m_handsWeaponManager.Weapons[0].SetActive(true); this.m_curHandsWeapon = this.m_handsWeaponManager.Weapons[0].GetComponent <FPSHandsWeapon>(); } if (!this.m_weaponManager.Weapons[0].activeInHierarchy) { for (int i = 0; i < this.m_weaponManager.Weapons.Count; i++) { this.m_weaponManager.Weapons[i].SetActive(false); } this.m_currentWeapon = null; this.m_weaponManager.Weapons[0].SetActive(true); this.m_currentWeapon = this.m_weaponManager.Weapons[0].GetComponent <FPSWeapon>(); this.m_playerAnim.ChangeController(true); } } else if (Input.GetKeyDown(KeyCode.Alpha2)) { if (!m_handsWeaponManager.Weapons[1].activeInHierarchy) { for (int i = 0; i < m_handsWeaponManager.Weapons.Count; i++) { this.m_handsWeaponManager.Weapons[i].SetActive(false); } this.m_curHandsWeapon = null; this.m_handsWeaponManager.Weapons[1].SetActive(true); this.m_curHandsWeapon = this.m_handsWeaponManager.Weapons[1].GetComponent <FPSHandsWeapon>(); } if (!this.m_weaponManager.Weapons[1].activeInHierarchy) { for (int i = 0; i < this.m_weaponManager.Weapons.Count; i++) { this.m_weaponManager.Weapons[i].SetActive(false); } this.m_currentWeapon = null; this.m_weaponManager.Weapons[1].SetActive(true); this.m_currentWeapon = this.m_weaponManager.Weapons[1].GetComponent <FPSWeapon>(); this.m_playerAnim.ChangeController(false); } } else if (Input.GetKeyDown(KeyCode.Alpha3)) { if (!m_handsWeaponManager.Weapons[2].activeInHierarchy) { for (int i = 0; i < m_handsWeaponManager.Weapons.Count; i++) { this.m_handsWeaponManager.Weapons[i].SetActive(false); } this.m_curHandsWeapon = null; this.m_handsWeaponManager.Weapons[2].SetActive(true); this.m_curHandsWeapon = this.m_handsWeaponManager.Weapons[2].GetComponent <FPSHandsWeapon>(); } if (!this.m_weaponManager.Weapons[2].activeInHierarchy) { for (int i = 0; i < this.m_weaponManager.Weapons.Count; i++) { this.m_weaponManager.Weapons[i].SetActive(false); } this.m_currentWeapon = null; this.m_weaponManager.Weapons[2].SetActive(true); this.m_currentWeapon = this.m_weaponManager.Weapons[2].GetComponent <FPSWeapon>(); this.m_playerAnim.ChangeController(false); } } }
// Use this for initialization void Start() { firstPersonView = transform.Find("FPS View").transform; charController = GetComponent <CharacterController> (); speed = walkSpeed; isMoving = false; rayDistance = charController.height * 0.5f + charController.radius; defaultControllerHeight = charController.height; defaultCamPos = firstPersonView.localPosition; playerAnimations = GetComponent <FPSPlayerAnimations> (); weaponsManager.weapons [0].SetActive(true); currentWeapon = weaponsManager.weapons [0].GetComponent <FPSWeapon> (); handsWeaponsManager.weapons [0].SetActive(true); currentHandsWeapon = handsWeaponsManager.weapons [0].GetComponent <FPSHandsWeapon> (); // Change the view based on whether or not the current player // is a local player or a remote player if (isLocalPlayer) { playerHolder.layer = LayerMask.NameToLayer("Player"); foreach (Transform child in playerHolder.transform) { child.gameObject.layer = LayerMask.NameToLayer("Player"); } for (int i = 0; i < weaponsFPS.Length; i++) { weaponsFPS [i].layer = LayerMask.NameToLayer("Player"); } weaponsHolder.layer = LayerMask.NameToLayer("Enemy"); foreach (Transform child in weaponsHolder.transform) { child.gameObject.layer = LayerMask.NameToLayer("Enemy"); } } else { playerHolder.layer = LayerMask.NameToLayer("Enemy"); foreach (Transform child in playerHolder.transform) { child.gameObject.layer = LayerMask.NameToLayer("Enemy"); } for (int i = 0; i < weaponsFPS.Length; i++) { weaponsFPS [i].layer = LayerMask.NameToLayer("Enemy"); } weaponsHolder.layer = LayerMask.NameToLayer("Player"); foreach (Transform child in weaponsHolder.transform) { child.gameObject.layer = LayerMask.NameToLayer("Player"); } } if (!isLocalPlayer) { for (int i = 0; i < mouseLook.Length; i++) { mouseLook [i].enabled = false; } } mainCam = transform.Find("FPS View").Find("FPS Camera").GetComponent <Camera> (); mainCam.gameObject.SetActive(false); }