/// <summary> /// Awake /// </summary> void Awake() { a = GetComponent<Animator>(); j = GetComponent<PlayerJumping>(); t = transform; pm = GetComponent<PlayerMotor>(); }
void Start () { swipeVector = SwipeVector.GetTraceVector(); playerCollider = GetComponent<Collider2D>(); playerMotor = GetComponent<PlayerMotor>(); }
// Initialize Player, Spawnpoint, etc. void Start () { //zeigerLayerMask = LayerMask.NameToLayer ( "Zeiger" ); //nichtZeigerLayerMask = ~zeigerLayerMask; gameController = FindObjectOfType<GameController> (); gameObject.name = PLAYER_ID_PREFIX + netId.ToString (); //CmdRegisterThisPlayer (); motor = GetComponent<PlayerMotor> (); cam = GetComponentInChildren<Camera> (); Pointer = Instantiate ( PointerPrefab ); //TODO: // try LoadPlayer // if player = null; //Erstellt einen Leeren Spieler playerData = new PlayerData (); Cursor.lockState = CursorLockMode.Confined; }
void Start() { motor = GetComponent<PlayerMotor>(); joint = GetComponent<ConfigurableJoint>(); SetJointSettings(jointSpring); }
public virtual void Start() { characterStats = gameObject.GetCharacterStats(); inventory = gameObject.GetInventory(); playerMotor = gameObject.GetPlayerMotor(); characterStats.Died += characterStats_Died; }
void Start() { FinishArea = FindObjectOfType<FinishArea>(); plMotor = FindObjectOfType<PlayerMotor>(); SpawnPlayer(); }
void Start() { motor = GetComponent<PlayerMotor> (); joint = GetComponent<ConfigurableJoint>(); AC = GetComponent<AnimationController>(); setJointSetting(jointSpring); }
void Start() { motor = GetComponent<PlayerMotor>(); //joint = GetComponent<ConfigurableJoint>(); //SetJointSettings(jointSpring); timeLastLeavingFloor = Time.time; }
/// <summary> /// Awake /// </summary> void Awake() { a = GetComponent<Animator>(); r = GetComponent<Rigidbody>(); c = GetComponent<PlayerClimbing>(); pm = GetComponent<PlayerMotor>(); t = transform; }
void Start() { motor = GetComponent<PlayerMotor>(); if (mouseLock) { Cursor.lockState = CursorLockMode.Locked; } }
protected virtual void Awake() { motor_ = GetComponent<PlayerMotor>(); _owner = GetComponent<Player>(); _eye = GetComponentInChildren<SearchEye>(); _eye.OnFind = FindPlayer; _eye.OnLoseSight = LostPlayer; }
//wasd controls void Awake() { _myTransform = transform; character = gameObject.GetComponent<CharacterController>(); motor = gameObject.GetComponent<PlayerMotor>(); //uiCamera = Camera.main.gameObject.GetComponent<UICamera>(); //UICamera.fallThrough = this.gameObject; //outputAngleVector = new Vector2(0,0); }
/// <summary> /// Start /// </summary> private void Start() { //hud = GameObjectTools.GetComponentInChildren<menu_in_game_hud>(FindObjectOfType<menu_in_game>().gameObject); //hud = FindObjectOfType<menu_in_game>().gameObject.GetComponentInChildrenB<menu_in_game_hud>(); //hud = GetComponentsInChildren<menu_in_game_hud>(true)[0]; //menu_in_game m = FindObjectOfType<menu_in_game>(); //hud = m.GetComponentsInChildren<menu_in_game_hud>(true)[0]; pm = GetComponent<PlayerMotor>(); cam = GetComponent<PlayerCamera>(); cl = GetComponent<PlayerClimbing>(); atk = GetComponent<PlayerAttack>(); }
// Initialization void Start() { // For safety if (!isServer || !isLocalPlayer) return; motor = GetComponent<PlayerMotor>(); playerAudio = GetComponent<AudioSource>(); // Setting up the Vive tracked objects - for getting index of controller leftTrackedObject = this.transform.Find("[CameraRig]").Find("Controller (left)").GetComponent<SteamVR_TrackedObject>(); rightTrackedObject = this.transform.Find("[CameraRig]").Find("Controller (right)").GetComponent<SteamVR_TrackedObject>(); }
// Use this for initialization void Start() { r = gameObject.GetComponent<Rigidbody2D>(); c = gameObject.GetComponent<BoxCollider2D>(); motor = GetComponent<PlayerMotor>(); rend = GetComponent<SpriteRenderer>(); anim = GetComponent<Animator>(); actClimb = GetComponent<PlayerActionClimb>(); actLand = GetComponent<PlayerActionRoll>(); actVault = GetComponent<PlayerActionVault>(); actKick = GetComponent<PlayerActionKickOff>(); actSwing = GetComponent<PlayerActionSwing>(); }
void Awake() { if (photonView.isMine) { this.enabled = false; // due to this, Update() is not called on the owner client. } latestCorrectPos = transform.position; onUpdatePos = transform.position; _transform = transform; _motor = GetComponent<PlayerMotor>(); myStatus = GetComponent<CharacterStatus>(); actionManager = GetComponent<CharacterActionManager>(); }
// Update is called once per frame void FixedUpdate () { UpdateFloats (); BooleanSwitches (); if (canMove == true) { if (isFollowingTarget == true) { if (pm.isStrafing == true) { if (distFromTarget > combatRange * 2) { FaceTarget (); FollowTarget (); } } else { FaceTarget (); FollowTarget (); } } else { //BoundWander(); } } pm = (PlayerMotor)ec.activeTarget.GetComponent ("PlayerMotor"); }
void Start() { cam = Camera.main; motor = GetComponent <PlayerMotor>(); canMove = true; }
public CollisionPlayerAbility(float coolDownDuration, float channelingDuration, float abilityDuration, PlayerMotor playerMotor, bool channelingCancellable, bool castingCancellable, bool parallelizable, int id) : base(coolDownDuration, channelingDuration, abilityDuration, playerMotor, channelingCancellable, castingCancellable, parallelizable, id) { }
void Awake() { _motor = GetComponent <PlayerMotor>(); }
public PlayerInstance(PlayerMotor __player) { _player = __player; team = _player.myTeam; }
private void Start() { motor = GetComponent <PlayerMotor>(); }
void Start() { motor = GetComponent <PlayerMotor>(); sensitivity = 1.5f; }
protected override void OnInitialize() { _player = GetComponent<Player>(); _motor = GetComponent<PlayerMotor>(); }
void Awake() { playerEnterExit = GetComponent<PlayerEnterExit>(); if (!playerEnterExit) throw new Exception("PlayerEnterExit not found."); playerCamera = GetComponentInChildren<Camera>(); if (!playerCamera) throw new Exception("Player Camera not found."); playerMouseLook = playerCamera.GetComponent<PlayerMouseLook>(); if (!playerMouseLook) throw new Exception("PlayerMouseLook not found."); playerMotor = GetComponent<PlayerMotor>(); if (!playerMotor) throw new Exception("PlayerMotor not found."); playerEntityBehaviour = GetComponent<DaggerfallEntityBehaviour>(); if (!playerEntityBehaviour) throw new Exception("PlayerEntityBehaviour not found."); SaveLoadManager.RegisterSerializableGameObject(this); }
void Start() { es = EventSystem.current; rb = GetComponent<Rigidbody2D>(); motor = GetComponent<PlayerMotor>(); anim = GetComponent<Animator>(); throwable = GetComponent<Throwable>(); audioSource = GetComponent<AudioSource>(); GameObject globalGM = GameObject.FindGameObjectWithTag("globalGM"); if (globalGM != null) { cameraBackToPositionTime = globalGM.GetComponent<UIManager>().fadeTime; } halfBackTime = new WaitForSeconds(cameraBackToPositionTime / 2); fullBackTime = new WaitForSeconds(cameraBackToPositionTime); blinkTimeWFS = new WaitForSeconds(blinkTime); lookUpTimeWFS = new WaitForSeconds(lookUpTime); wait = false; alive = true; canLoad = true; canTouch = true; StartCoroutine(WaitAtStart()); time = 0; }
void Awake() { motor = GetComponent<PlayerMotor>(); }
void Start() { r = gameObject.GetComponent<Rigidbody2D>(); c = gameObject.GetComponent<BoxCollider2D>(); motor = GetComponent<PlayerMotor>(); }
void Awake() { motor = GetComponent<PlayerMotor>(); state = GetComponent<PlayerState>(); serverLogic = GameObject.Find("Game").GetComponent<ServerLogic>(); }
// Start is called before the first frame update void Start() { _playerController = GetComponent <PlayerController>(); _anim = GetComponent <Animator>(); _motor = GetComponent <PlayerMotor>(); }
private void Start() { cam = Camera.main; motor = GetComponent <PlayerMotor>(); }
public virtual void use(PlayerMotor motor) { }
void Start() { player = GetComponent <Player>(); motor = GetComponent <PlayerMotor>(); }
public virtual void hold(PlayerMotor motor) { }
public MoveLeftCommand(PlayerMotor pm) { m_pm = pm; }
public virtual void end(PlayerMotor motor) { }
void Start() { motor = GetComponent<PlayerMotor>(); }
public void kUpdate(PlayerMotor motor, float timeElapsed) { }
public void SetNewPlayerMotor(PlayerMotor __player) { _player = __player; team = _player.myTeam; }
// Use this for initialization void Start() { motor = GetComponent <PlayerMotor>(); oldXPos = transform.position.x; }
void Awake() { playerMotor = FindObjectOfType <PlayerMotor>(); }
// Start is called before the first frame update void Start() { cam = Camera.main; // Comment motor = GetComponent <PlayerMotor>(); }
void Start() { player = FindObjectOfType <PlayerMotor>(); }
void Awake() { //Initialize components motor = GetComponent<PlayerMotor>(); }
private void Awake() { movement = GetComponent <PlayerMotor>(); playerAnim = GetComponent <PlayerAnimation>(); }
PlayerMotor motor; //Creates a motor variable // Use this for initialization void Start() { cam = Camera.main; //Casts the main camera in the scene to our camera variable motor = GetComponent <PlayerMotor>(); //Gets all the components inside of PlayerMotor }
// Use this for initialization void Start() { player = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerMotor>(); }
private void Awake() { _playerMotor = GetComponent <PlayerMotor>(); _playerWeapons = GetComponent <PlayerWeapons>(); }
void Start() { motor = GetComponent<PlayerMotor>(); GunStats = weapon.GetComponent<GunStats>(); }
/// <summary> /// Initialize attack component. /// </summary> void Awake() { t = transform; pm = GetComponent<PlayerMotor>(); cam = GetComponent<PlayerCamera>(); a = GetComponent<Animator>(); }
private void Awake() { playerMotor = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerMotor>(); animator = GetComponent <Animator>(); }
void Start() { motor = GetComponent <PlayerMotor>(); myPlayer = GetComponent <PlayerController>(); }
// Start is called before the first frame update void Start() { cam = UnityEngine.Camera.main; motor = GetComponent <PlayerMotor>(); }
Camera cam; // Reference to our camera // Get references void Start() { motor = GetComponent <PlayerMotor>(); cam = Camera.main; }
private void Start() { _motor = GetComponent <PlayerMotor>(); _animator = GetComponent <CustomNetworkAnimator>(); }
private void Awake() { animator = GetComponent <Animator> (); health = GetComponent <Health> (); motor = GetComponent <PlayerMotor> (); }
void Start () { playerMotor = FindObjectOfType<PlayerMotor>(); imageIndicator = GetComponent<Image>(); }
// Use this for initialization void Start() { shoot = GetComponent <PlayerShoot>(); motor = GetComponent <PlayerMotor>(); //tell unity to seek the playermotor script attached to this object and call it 'motor' equip = GetComponent <Equipment>(); }
// Use this for initialization void Start() { myMotor = GetComponent<PlayerMotor>(); Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; }
// private: void InitializeComponent() { _motor = GetComponent<PlayerMotor>(); _capsule = GetComponent<CapsuleCollider>(); _kick = GetComponentInChildren<WeaponBase>(); _motor.CanChangeDirection = IsNormalState; AnimatorAccess = GetComponent<PlayerAnimator>(); }