public PlayerStaminaEventArgs(StaminaComponent p) { Stamina = p.Stamina; MaxStamina = p.MaxStamina; sGuiRawData = p.sGuiRawData; IsStaminaExtVisible = p.IsStaminaExtVisible; SelectedItemId = p.SelectedItemId; MaxPossibleStamina = p.MaxPossibleStamina; }
void Awake() { Cursor.lockState = CursorLockMode.Locked; m_CanInteract = true; m_PlayerAnim = GetComponentInChildren <Animator>(); m_Controller = GetComponent <CharacterController>(); m_PlayerGliding = GetComponent <Gliding>(); m_PlayerWalking = GetComponent <Walking>(); m_StaminaComponent = GetComponent <StaminaComponent>(); m_HookPosDetection = GetComponent <HookPosDetection>(); // Permet de conserver en mémoire les materials originels des vêtements m_ClothSavedMaterial = m_Cloth.materials[0]; m_PagneSavedMaterial = m_Pagne.materials[0]; }
private void Awake() { // speedLinesParticleSystem = transform.Find("Camera").Find("SpeedLinesParticleSystem").GetComponent<ParticleSystem>(); Cursor.lockState = CursorLockMode.Locked; m_State = State.Normal; m_HookShotOrigin.gameObject.SetActive(false); m_HookPosDetection = GetComponent <HookPosDetection>(); m_PlayerGliding = GetComponent <Gliding>(); m_PlayerWalking = GetComponent <Walking>(); m_PlayerWallGliding = GetComponent <WallGliding>(); m_PlayerAnim = GetComponentInChildren <Animator>(); m_StaminaComponent = GetComponent <StaminaComponent>(); //for (int i = 0; i < m_Cloth.Length; i++) //{ // m_SavedMaterial[i] = m_Cloth[i].materials[0]; //} m_ClothSavedMaterial = m_Cloth.materials[0]; m_PagneSavedMaterial = m_Pagne.materials[0]; // m_HookLine = m_HookShotOrigin.GetComponent<LineRenderer>(); // Debug.Log(CinemachineComponent.m_Lens.FieldOfView); }
private void Start() { m_StaminaComponent = FindObjectOfType <StaminaComponent>(); SetStamina(m_StaminaComponent.CurrentStamina); }