public override void Init() { animController = GetComponent <PlayerAnimationController>(); attackInputAction = Resources.Load("Input Actions/Input Action Attack") as ScriptableInputBoolAction; attackInputHeldAction = Resources.Load("Input Actions/Input Action Attack Held") as ScriptableInputBoolAction; isPlayerReloading = Resources.Load("Player/PlayerIsReloading") as ScriptableBool; }
public override void Init() { weaponController = GetComponent <PlayerWeaponController>(); playerHealthController = GetComponent <HealthControllerPlayer>(); reloadController = GetComponent <PlayerReloadController>(); playerMeleeWeaponLayerMask = Resources.Load("LayerMasks/LayerMask_Player Melee Weapon") as ScriptableLayerMask; throwWeaponInputAction = Resources.Load("Input Actions/Input Action Throw Weapon") as ScriptableInputBoolAction; toggleWeaponInputAction = Resources.Load("Input Actions/Input Action Toggle Weapon") as ScriptableInputBoolAction; isPlayerReloading = Resources.Load("Player/PlayerIsReloading") as ScriptableBool; searcherController = GetComponent <InteractionSearcherController>(); worldInteractionParentGroup = FindObjectOfType <WorldInteractionsManager>().transform; playerRightHand = GetComponentInChildren <RightHandIdentifier>().transform; inventoryAmmo.rifleAmmo = playerInventoryData.inventoryAmmo.rifleAmmo; inventoryAmmo.pistolAmmo = playerInventoryData.inventoryAmmo.pistolAmmo; inventoryAmmo.shotgunShells = playerInventoryData.inventoryAmmo.shotgunShells; inventoryAmmo.arrows = playerInventoryData.inventoryAmmo.arrows; fistsWeaponRuntime.FreshSpawnWeapon(); fistsWeaponRuntime.PickupWeaponPlayer(); fistsWeaponRuntime.DisableAttackColliders(); SpawnInventoryWeapons(playerInventoryData.inventoryWeapons); }
public override void Init() { weaponController = GetComponent <PlayerWeaponController>(); inventoryController = GetComponent <PlayerInventoryController>(); animController = GetComponent <PlayerAnimationController>(); uiReloadProgressBar = FindObjectOfType <UI_ReloadProgressBar>(); isReloading = Resources.Load("Player/PlayerIsReloading") as ScriptableBool; isReloading.value = false; reloadInput = Resources.Load("Input Actions/Input Action Reload") as ScriptableInputBoolAction; }
public override void Init() { playerFocusPoint = FindObjectOfType <PlayerController>().cameraFocusPoint; playerTransform = FindObjectOfType <PlayerController>().transform; cm_VirtualCamera = FindObjectOfType <CinemachineVirtualCamera>(); aimIKTarget = FindObjectOfType <PlayerAimTargetIdentifier>().transform; extendCameraInputAction = Resources.Load("Input Actions/Input Action Extend Camera Boundary") as ScriptableInputBoolAction; if (cameraData.followPlayer) { cm_VirtualCamera.Follow = playerFocusPoint; } }
public override void Init() { pauseMenuInput = Resources.Load("Input Actions/Input Action Pause Menu") as ScriptableInputBoolAction; challengesController = GetComponent <UI_ChallengesController>(); challengesController.Init(); aimCursorManager = AimCursorManager.singleton; resumeButton.onClick.AddListener(CloseMenu); quitToGameButton.onClick.AddListener(Application.Quit); if (pauseWindow.activeSelf == true) { CloseMenu(); } }
public override void Init() { activateAbilityAction = Resources.Load("Input Actions/Input Action Ability Toggle") as ScriptableInputBoolAction; currentAbility.InitAbility(this); }
public override void Init() { inventoryController = GetComponent <PlayerInventoryController>(); currentShortestDistance = controllerData.maxSearchDistance * 2; activateInteractionInput = Resources.Load("Input Actions/Input Action Interaction") as ScriptableInputBoolAction; }