// Use this for initialization void Start() { playerController = GetComponent <FP_Controller>(); footSteps = GetComponent <FP_FootSteps>(); playerInput = GetComponent <FP_Input>(); originalLocalPos = headBob.MainCamera.localPosition; if (GetComponent <AudioSource>() == null) { // we automatically add an audiosource, if one has not been manually added. // (if you want to control the rolloff or other audio settings, add an audiosource manually) gameObject.AddComponent <AudioSource>(); } prevPosition = transform.position; audioSource = GetComponent <AudioSource>(); }
private void InitializeAndLoadPlayer() { tempGO = Resources.Load("Pawn/Player") as GameObject; playerGO = Instantiate(tempGO, new Vector3(lengthTerrain / 2, maxHeight, widthTerrain / 2), Quaternion.identity); playerCharacterController = playerGO.GetComponentInChildren <CharacterController>(); playerFP_Controller = playerGO.GetComponentInChildren <FP_Controller>(); playerPawn = playerGO.GetComponentInChildren <Pawn>(); playerTR = playerPawn.gameObject.GetComponent <Transform>(); playerFP_Controller.walkSpeed = playerPawn.m_PawnSO.Speed; playerFP_Controller.runSpeed = playerPawn.m_PawnSO.Speed * 2.0f; playerTR.position = new Vector3(lengthTerrain / 2, maxHeight + playerCharacterController.height, widthTerrain / 2); m_GUI_Manager = FindObjectOfType <GUI_Manager>(); m_Camera = Camera.main; CurrentGameMode = GameMode.Game; }
protected override void Awake() { base.Awake(); bulletPoolParent = new GameObject("BulletPoolParent"); tempGO = Resources.Load("Pawn/Bullet") as GameObject; for (int i = 0; i < maxBulletPool; i++) { bulletPoolGO.Add(Instantiate(tempGO, bulletPoolParent.transform)); bulletPoolTR.Add(bulletPoolGO[bulletPoolGO.Count - 1].GetComponent <Transform>()); bulletPool_AI.Add(bulletPoolGO[bulletPoolGO.Count - 1].GetComponent <BulletAI>()); bulletPoolGO[bulletPoolGO.Count - 1].SetActive(false); } if (shootPointTR == null) { shootPointTR = gameObject.transform; } shootPointGO = shootPointTR.gameObject; m_FP_Controller = gameObject.GetComponent <FP_Controller>(); }
void OnEnable() { fP_Controller = (FP_Controller)target; cntrlr = MonoScript.FromMonoBehaviour((FP_Controller)target); }
void Start() { playerController = GetComponent <FP_Controller>(); }