// // // UnityEngine magic methods // Use this for initialization when object is allocated in memory void Awake () { Debug.Log(gameObject.name + "|NetworkedObserverBodyController::Awake: NetworkedObserverBodyController has Awakened."); router = GetComponentInChildren<NetworkedRouterOfComponentsForObserver>(); // Grab a reference to the ComponentsList. m_head = router.animator.GetBoneTransform (HumanBodyBones.Head); // Pull the reference to the head out of the router m_spine = router.animator.GetBoneTransform (HumanBodyBones.Spine); // Pull the reference to the spine out of the router m_chest = router.animator.GetBoneTransform (HumanBodyBones.Chest); // Pull the reference to the chest out of the router }
void Start() { router = GetComponentInChildren<NetworkedRouterOfComponentsForObserver>(); // Grab a reference to the ComponentsList. // Grab the skinned mesh renderer attached to this object. m_CurrentBodySkin = m_BodyMesh.GetComponent<SkinnedMeshRenderer>().material.mainTexture; m_CurrentHeadSkin = m_HeadMesh.GetComponent<SkinnedMeshRenderer>().material.mainTexture; }
private Quaternion m_spineDeltaRotation; // The delta rotation of the spine component. // private Quaternion m_targetRotation; // The target rotation of the head? // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state. override public void OnStateEnter (Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { m_components = animator.GetComponent<NetworkedRouterOfComponentsForObserver> (); // Query the ComponentList in the gameObject containing the Animator. m_head = animator.GetBoneTransform (HumanBodyBones.Head); // Populate the Head component. m_spine = animator.GetBoneTransform(HumanBodyBones.Spine); // Populate the Spine component. m_chest = animator.GetBoneTransform(HumanBodyBones.Chest); // Populate the Chest component. m_leftHand = animator.GetBoneTransform (HumanBodyBones.LeftHand); // Populate the Left Hand (off hand) component. m_rightHand = animator.GetBoneTransform (HumanBodyBones.RightHand); // Populate the Right Hand (gun hand) component. m_slot = m_components.inventory.m_currentSlot; // Populate from the current inventory slot of PlayerPrefab. UpdateStateProgress(animator, stateInfo, layerIndex); }
// Use this for initialization void Start() { router = GetComponentInChildren<NetworkedRouterOfComponentsForObserver>(); // Grab a reference to the ComponentsList. }
// // // UnityEngine magic methods // Use this for initialization when object is allocated in memory public void Awake() { Debug.Log(GetObjectDebugInfo() + "|NetworkedObserverInventory::Awake: NetworkedObserverInventory has Awakened."); router = GetComponentInChildren<NetworkedRouterOfComponentsForObserver>(); // Grab a reference to the ComponentsList. }
private Vector3 m_velocity; // The velocity this pawn is traveling at. (Public'd so inspectable) // // // UnityEngine magic methods // Use this for initialization when object is allocated in memory public void Awake() { Debug.Log(gameObject.name + "|NetworkedObserverAnimationController::Awake: NetworkedObserverAnimationController has Awakened."); router = GetComponentInChildren<NetworkedRouterOfComponentsForObserver>(); // Grab a reference to the ComponentsList. }
private NetworkedItemScript m_item; // Will contain the maximum number of charges in it. //[SyncVar] private int m_itemChargesInPocket = 0; // How many charges are in the pocket? //[SyncVar] private int m_itemChargesInItem = 0; // How many charges are in the item? // // // UnityEngine magic methods // Use this for initialization when object is allocated in memory public void Awake () { Debug.Log(GetObjectDebugInfo() + "|WeaponController::Awake: WeaponController has Awakened."); router = GetComponentInChildren<NetworkedRouterOfComponentsForObserver>(); // Grab a reference to the ComponentsList. }