private void Awake() { this.tag = "Player"; m_Data = new PlayerInfo(); m_Parts = GetComponent <PlayerParts>(); m_Controller = GetComponent <PlayerController>(); m_WeapoonController = GetComponent <WeaponController>(); m_StratagemController = GetComponent <StratagemController>(); m_GrenadesController = GetComponent <GrenadesController>(); m_SoundManager = GetComponent <SoundManager>(); }
public void Start() { _grenadesController = gameObject.GetComponent <GrenadesController>(); SetNextVoiceTime(); }
private void Start() { //m_InputSetting = InputMM.Instance.InputSettingMap[2]; m_PlayerFSM = new PlayerFSMSystem(this); m_Player = this.GetComponent <Player>(); m_WeaponController = this.GetComponent <WeaponController>(); m_StratagemController = this.GetComponent <StratagemController>(); m_GrenadesController = this.GetComponent <GrenadesController>(); m_PAC = this.GetComponent <PlayerAnimationsContorller>(); m_Controller = this.GetComponent <CharacterController>(); m_Collider = m_Controller.GetComponent <Collider>(); m_AimLine = this.GetComponent <AimLine>(); if (Camera.main != null) { m_Cam = Camera.main.transform; } #region PlayerFSMMap m_Animator = m_PAC.Animator; PlayerFSMStartState m_StartState = new PlayerFSMStartState(); PlayerFSMGunState m_GunState = new PlayerFSMGunState(); PlayerFSMReloadState m_RelodaState = new PlayerFSMReloadState(); PlayerFSMMeleeAttackState m_MeleeAttackState = new PlayerFSMMeleeAttackState(); PlayerFSMStratagemState m_StratagemState = new PlayerFSMStratagemState(); PlayerFSMThrowState m_ThrowState = new PlayerFSMThrowState(); PlayerFSMThrowBombState m_ThrowBombState = new PlayerFSMThrowBombState(); PlayerFSMSwitchWeaponState m_SwitchWeaponState = new PlayerFSMSwitchWeaponState(); PlayerFSMPickUpState m_PickUpState = new PlayerFSMPickUpState(); m_StartState.AddTransition(ePlayerFSMTrans.Go_Gun, m_GunState); m_GunState.AddTransition(ePlayerFSMTrans.Go_MeleeAttack, m_MeleeAttackState); m_GunState.AddTransition(ePlayerFSMTrans.Go_Reload, m_RelodaState); m_GunState.AddTransition(ePlayerFSMTrans.Go_ThrowBomb, m_ThrowBombState); m_GunState.AddTransition(ePlayerFSMTrans.Go_Stratagem, m_StratagemState); m_GunState.AddTransition(ePlayerFSMTrans.Go_SwitchWeapon, m_SwitchWeaponState); m_GunState.AddTransition(ePlayerFSMTrans.Go_PickUp, m_PickUpState); m_MeleeAttackState.AddTransition(ePlayerFSMTrans.Go_Gun, m_GunState); m_ThrowBombState.AddTransition(ePlayerFSMTrans.Go_Gun, m_GunState); m_RelodaState.AddTransition(ePlayerFSMTrans.Go_Gun, m_GunState); m_StratagemState.AddTransition(ePlayerFSMTrans.Go_Throw, m_ThrowState); m_StratagemState.AddTransition(ePlayerFSMTrans.Go_Gun, m_GunState); m_ThrowState.AddTransition(ePlayerFSMTrans.Go_Gun, m_GunState); m_SwitchWeaponState.AddTransition(ePlayerFSMTrans.Go_Gun, m_GunState); m_PickUpState.AddTransition(ePlayerFSMTrans.Go_Gun, m_GunState); PlayerFSMRollState m_RollState = new PlayerFSMRollState(); PlayerFSMVictoryState m_VictoryState = new PlayerFSMVictoryState(); PlayerFSMDeadState m_DeadState = new PlayerFSMDeadState(); PlayerFSMReliveState m_ReliveState = new PlayerFSMReliveState(); m_ReliveState.AddTransition(ePlayerFSMTrans.Go_Gun, m_GunState); m_PlayerFSM.AddGlobalTransition(ePlayerFSMTrans.Go_Roll, m_RollState); m_PlayerFSM.AddGlobalTransition(ePlayerFSMTrans.Go_Victory, m_VictoryState); m_PlayerFSM.AddGlobalTransition(ePlayerFSMTrans.Go_Dead, m_DeadState); m_PlayerFSM.AddGlobalTransition(ePlayerFSMTrans.Go_Relive, m_ReliveState); m_PlayerFSM.AddState(m_StartState); m_PlayerFSM.AddState(m_GunState); m_PlayerFSM.AddState(m_MeleeAttackState); m_PlayerFSM.AddState(m_ThrowBombState); m_PlayerFSM.AddState(m_RelodaState); m_PlayerFSM.AddState(m_SwitchWeaponState); m_PlayerFSM.AddState(m_StratagemState); m_PlayerFSM.AddState(m_ThrowState); m_PlayerFSM.AddState(m_PickUpState); m_PlayerFSM.AddState(m_VictoryState); m_PlayerFSM.AddState(m_DeadState); m_PlayerFSM.AddState(m_RollState); #endregion }