public PlayerPositionData_v1 GetPlayerPositionData() { PlayerPositionData_v1 playerPosition = new PlayerPositionData_v1(); PlayerHeightChanger heightChanger = GetComponent <PlayerHeightChanger>(); playerPosition.position = transform.position; playerPosition.worldCompensation = GameManager.Instance.StreamingWorld.WorldCompensation; playerPosition.worldContext = playerEnterExit.WorldContext; playerPosition.floatingOriginVersion = FloatingOrigin.floatingOriginVersion; playerPosition.yaw = playerMouseLook.Yaw; playerPosition.pitch = playerMouseLook.Pitch; playerPosition.isCrouching = playerMotor.IsCrouching; playerPosition.worldPosX = StreamingWorld.LocalPlayerGPS.WorldX; playerPosition.worldPosZ = StreamingWorld.LocalPlayerGPS.WorldZ; playerPosition.insideDungeon = playerEnterExit.IsPlayerInsideDungeon; playerPosition.insideBuilding = playerEnterExit.IsPlayerInsideBuilding; playerPosition.insideOpenShop = playerEnterExit.IsPlayerInsideOpenShop; playerPosition.terrainSamplerName = DaggerfallUnity.Instance.TerrainSampler.ToString(); playerPosition.terrainSamplerVersion = DaggerfallUnity.Instance.TerrainSampler.Version; playerPosition.weather = GameManager.Instance.WeatherManager.PlayerWeather.WeatherType; return(playerPosition); }
void Start() { //Sets up object instances for GameManager, so said scripts can be manipulated/accessed. Prints Message when done. playerMotor = GameManager.Instance.PlayerMotor; heightChanger = playerMotor.GetComponent <PlayerHeightChanger>(); mainCamera = GameObject.FindGameObjectWithTag("MainCamera"); playerController = playerMotor.GetComponent <CharacterController>(); //StartCoroutine(debug()); //pulls setting data and assigns it to script vars for dodge routine below. dodgeDistanceMult = settings.GetValue <float>("Settings", "DodgeDistanceMult"); dodgeTimeMult = settings.GetValue <float>("Settings", "DodgeTimeMult"); dodgeCostMult = settings.GetValue <float>("Settings", "DodgeCostMult"); dodgeDuckCamera = settings.GetValue <float>("Settings", "DodgeDuckCamera"); inputKey = settings.GetValue <string>("Settings", "Key"); DaggerfallUI.Instance.PopupMessage("Dodge Script Started:"); //converts string key setting into valid unity keycode. Ensures mouse and keyboard inputs work properly. dodgeKeyCode = (KeyCode)Enum.Parse(typeof(KeyCode), inputKey); }