void Awake() { // Reference to the camera transform. cam = transform; // Set camera default position. cam.position = player.position + Quaternion.identity * pivotOffset + Quaternion.identity * camOffset; cam.rotation = Quaternion.identity; // Get camera position relative to the player, used for collision test. relCameraPos = transform.position - player.position; relCameraPosMag = relCameraPos.magnitude - 0.5f; // Set up references and default values. smoothPivotOffset = pivotOffset; smoothCamOffset = camOffset; defaultFOV = cam.GetComponent <Camera>().fieldOfView; angleH = player.eulerAngles.y; ResetTargetOffsets(); ResetFOV(); ResetMaxVerticalAngle(); lob = player.GetComponent <LockOnBehaviour>(); anim = player.GetComponent <Animator>(); }
// Start is called before the first frame update void Start() { rb = GetComponent <Rigidbody>(); cam = Camera.main; tob = cam.GetComponent <ThirdPersonOrbitCamBasic>(); lob = GetComponent <LockOnBehaviour>(); anim = GetComponent <Animator>(); col = GetComponent <Collider>(); defDynFric = col.material.dynamicFriction; defStatFric = col.material.staticFriction; }
private void Awake() { Instance = this; cam = Camera.main; }