public Slide(float speed, AePlayerMovements player, EnumStance StanceID, float recoil, float EnergyChanger, int FoV) { fieldOfView = FoV; energyModifer = EnergyChanger; recoilMultiplier = recoil; m_eStance = StanceID; m_fSpeedWhile = speed; TimerBetween = 2.0f; TimeSlide = 1.5f; TimeSlideDecrease = TimeSlide; LayerX = player.GetGrandChild(7).gameObject; LayerY = player.GetGrandChild(8).gameObject; controller = player.manager.controller; m_MasterClass = player; baseheightcontroller = controller.height; baseYcenterController = controller.center.y; basecamerayheight = LayerX.transform.localPosition.y; AngleDefault = LayerY.transform.localRotation; AngleSlideX = new Quaternion(-0.1f, 0f, 0f, 1f); AngleSlideY = new Quaternion(0f, 0f, 0.3f, 1f); Ycenter = -0.52f; camerayheight = -1.15f; heightController = 0f; }
public WallRunRight(float speed, AePlayerMovements player, EnumStance StanceID, float recoil, float EnergyChanger, int FoV) { fieldOfView = FoV; energyModifer = EnergyChanger; recoilMultiplier = recoil; m_eStance = StanceID; m_fSpeedWhile = speed; RotationCamAmountZ = 25; RotationCamAmountY = 40; LayerZ = player.GetGrandChild(2).gameObject; LayerY = player.GetGrandChild(4).gameObject; m_MasterClass = player; }
public Crouch(float speed, AePlayerMovements player, EnumStance StanceID, float recoil, float EnergyChanger, int FoV, float optSpeedCrouch = 10f, float optCameraHeight = 0.55f, float optCrouchCenter = -0.21f, float optCrouchHeight = 1.3f) { fieldOfView = FoV; energyModifer = EnergyChanger; recoilMultiplier = recoil; m_eStance = StanceID; m_fSpeedWhile = speed; controller = player.manager.controller; LayerCrouch = player.GetGrandChild(10).gameObject; SpeedToCrouch = optSpeedCrouch; cameraHeightY = optCameraHeight; crouchCenter = optCrouchCenter; crouchHeight = optCrouchHeight; BasecameraHeight = LayerCrouch.transform.localPosition.z; normalCenter = controller.center.y; normalHeight = controller.height; m_MasterClass = player; }