/// <summary> /// Initialize the default values. /// </summary> protected virtual void Awake() { m_GameObject = gameObject; #if ULTIMATE_CHARACTER_CONTROLLER_MULTIPLAYER m_NetworkInfo = m_GameObject.GetCachedComponent <INetworkInfo>(); m_NetworkCharacter = m_GameObject.GetCachedComponent <INetworkCharacter>(); #endif DetermineSlotCount(); EventHandler.RegisterEvent <Vector3, Vector3, GameObject>(m_GameObject, "OnDeath", OnDeath); EventHandler.RegisterEvent(m_GameObject, "OnRespawn", OnRespawn); }
/// <summary> /// Initialize the default values. /// </summary> protected override void Awake() { base.Awake(); m_GameObject = gameObject; m_Item = m_GameObject.GetCachedComponent <Item>(); var characterLocomotion = m_GameObject.GetCachedParentComponent <UltimateCharacterLocomotion>(); m_Character = characterLocomotion.gameObject; m_Inventory = m_Character.GetCachedComponent <InventoryBase>(); #if ULTIMATE_CHARACTER_CONTROLLER_MULTIPLAYER m_NetworkInfo = m_Character.GetCachedComponent <INetworkInfo>(); m_NetworkCharacter = m_Character.GetCachedComponent <INetworkCharacter>(); if (m_NetworkInfo != null && m_NetworkCharacter == null) { Debug.LogError("Error: The character " + m_Character.name + " must have a NetworkCharacter component."); } #endif var perspectiveProperties = GetComponents <ItemPerspectiveProperties>(); for (int i = 0; i < perspectiveProperties.Length; ++i) { // The perspective properties Action ID must match. The ID allows multiple ItemActions/PerpsectiveProperties to be added to the same item. // An action ID of -1 can be used with any action. if (m_ID != perspectiveProperties[i].ActionID && perspectiveProperties[i].ActionID != -1) { continue; } if (perspectiveProperties[i].FirstPersonItem) { m_FirstPersonPerspectiveProperties = perspectiveProperties[i]; } else { m_ThirdPersonPerspectiveProperties = perspectiveProperties[i]; } } m_ActivePerspectiveProperties = characterLocomotion.FirstPersonPerspective ? m_FirstPersonPerspectiveProperties : m_ThirdPersonPerspectiveProperties; EventHandler.RegisterEvent <bool>(m_Character, "OnCharacterChangePerspectives", OnChangePerspectives); }
/// <summary> /// Initialize the default values. /// </summary> public override void Awake() { base.Awake(); m_NetworkCharacter = m_GameObject.GetCachedComponent <INetworkCharacter>(); }