Пример #1
0
 void activeAndDeactive()
 {
     //Debug.Log("gameobject : " + this.name);
     //Debug.Log("activate: " + PlayerSelection.name);
     //Debug.Log("activate: " + PlayerMesh.name);
     //Debug.Log("de activate: " + Menu.name);
     PlayerSelection.SetActive(true);
     PlayerMesh.SetActive(true);
     Menu.SetActive(false);
 }
Пример #2
0
 public void OnBack()
 {
     //Debug.Log("gameobject : " + this.name);
     //Debug.Log("de activate: " + gameObject.name);
     //Debug.Log("activate: " + PlayerMesh.name);
     //Debug.Log("activate: " + PlayerSelection.name);
     gameObject.SetActive(false);
     PlayerMesh.SetActive(true);
     PlayerSelection.SetActive(true);
 }
 private void Start()
 {
     // Getting components and setting them to relevant pointers
     m_UtilityScript = GetComponent <UtilityScoring>();
     m_MoveScript    = GetComponent <SimpleMovement>();
     m_PathFinder    = GetComponent <PathFinding>();
     m_Inventory     = GetComponent <CharacterInventory>();
     m_Stats         = GetComponent <CharacterStats>();
     m_Mesh          = GetComponentInChildren <PlayerMesh>(); // Mesh is actually in a child of the GameObject with this script attached to
     m_Queue         = new LinkedList <QueuedTask>();
     m_Audio         = FindObjectOfType <AudioManager>();
 }
Пример #4
0
 public void OnBack()
 {
     //Debug.Log("Log out");
     client.TcpSend("QUITGAME|" + client.getString("PlayerName"));
     client.remove("PlayerName");
     //Debug.Log("gameobject : " + this.name);
     //Debug.Log("activate: " + Menu.name);
     //Debug.Log("activate: " + PlayerMesh.name);
     //Debug.Log("de activate: " + gameObject.name);
     Menu.SetActive(true);
     PlayerMesh.SetActive(false);
     gameObject.SetActive(false);
 }
Пример #5
0
    public void Spawn()
    {
        string      raceName           = Enum.GetName(typeof(PLAYER_RACES), race).ToString().ToLower();
        string      sexName            = Enum.GetName(typeof(PLAYER_SEXES), sex).ToString().ToLower();
        PackedScene playerMeshResource = (PackedScene)ResourceLoader.Load($"res://prefabs/3d/characters/player/{raceName}/{sexName}/{sexName}.tscn");

        mesh = playerMeshResource.Instance() as PlayerMesh;
        CallDeferred("add_child", mesh);
        animTree           = mesh.FindNode("AnimationTree", true, false) as AnimationTree;
        orientation        = mesh.GlobalTransform;
        orientation.origin = new Vector3();

        Transform current = Transform;

        current.origin.x = position.x;
        current.origin.y = position.y;
        current.origin.z = position.z;
        Transform        = current;
    }
Пример #6
0
    public void SpawnAt(PlayerData _pData)
    {
        data       = _pData;
        this.name  = data.name;
        this.stats = data.stats;
        string      raceName           = Enum.GetName(typeof(PLAYER_RACES), data.race).ToString().ToLower();
        string      sexName            = Enum.GetName(typeof(PLAYER_SEXES), data.sex).ToString().ToLower();
        PackedScene playerMeshResource = (PackedScene)ResourceLoader.Load($"res://prefabs/3d/characters/player/{raceName}/{sexName}/{sexName}.tscn");

        mesh = playerMeshResource.Instance() as PlayerMesh;
        AddChild(mesh);
        orientation        = mesh.GlobalTransform;
        orientation.origin = new Vector3();

        Transform current = Transform;

        current.origin.x = data.pos.X;
        current.origin.y = data.pos.Y;
        current.origin.z = data.pos.Z;
        Transform        = current;
        //SetRotationDegrees(new Vector3(mesh.RotationDegrees.x, myPlayerData.heading, mesh.RotationDegrees.z)); < - this breaks the camera movement

        spawned = true;
    }
Пример #7
0
Файл: Move.cs Проект: harjup/Xyz
    void Start()
    {
        _camera = Camera.main;
        _cameraMove = _camera.GetComponent<CameraMove>();
        _cameraInput = _camera.GetComponent<CameraInput>();
        _rigidbody = GetComponent<Rigidbody>();
        _player = GetComponent<Player>();
        _inputManger = InputManager.Instance;

        _mesh = transform.GetComponentInChildren<PlayerMesh>();

        _state = State.Run;
        _outstandingPush = null;

        _animator = gameObject.GetComponentInChildren<Animator>();
    }