private void Start() { rb = GetComponent <Rigidbody>(); ragdollController = GetComponent <Player_RagdollController>(); hud = GetComponent <Player_Hud>(); config = GetComponent <Player_Config>(); }
private void Start() { config = GetComponent <Player_Config>(); controllerAnimation = GetComponent <Player_AnimationController>(); SelectWeaponModel(selectedWeapon); config.humanAnimator.SetLayerWeight(1, 0f); }
private void Start() { rb = GetComponent <Rigidbody>(); config = GetComponent <Player_Config>(); //so we dont get unnessisary force applied, which slams the ragdoll foreach (Rigidbody rb in ragdollRigidbodies) { rb.isKinematic = true; } foreach (Collider col in ragdollColliders) { col.enabled = false; } }
/// <summary> /// SHIFT + Movement makes speed go from 2 to 5, update animation threshold if values change! /// </summary> /// <param name="config"></param> private void RunningControls(Player_Config config) { //Running speed adjustment if (Input.GetKey(KeyCode.LeftShift) && config.canRun) { controllerWalker.movementSpeed = config.runSpeed; config.runStamina -= 8f * Time.deltaTime; } else { if (config.runStamina < config.staminaLevel) { config.runStamina += 8f * Time.deltaTime; } controllerWalker.movementSpeed = config.walkSpeed; } //Stamina //exhausted? stop running if (config.runStamina <= 0) { config.staminaExhausted = true; config.canRun = false; } //if not exhausted, we can run if (config.runStamina > 0 && !config.staminaExhausted) { config.canRun = true; } //if exhausted, we cant run else if (config.runStamina > 0 && config.staminaExhausted) { if (config.runStamina > config.staminaLevelForRecover) { config.staminaExhausted = false; } } }
// Use this for initialization void Start() { config = GetComponent <Player_Config>(); //Local if (photonView.IsMine) { //Remove the body model from FPS view so we dont see clipping for (int i = 0; i < removeLocalObjects.Length; i++) { removeLocalObjects[i].SetActive(false); } for (int i = 0; i < ragdollCollidersToDisableTillDeath.Length; i++) { ragdollCollidersToDisableTillDeath[i].enabled = false; } } else //Client { //Player is Remote, deactivate the scripts and object that should only be enabled for the local player for (int i = 0; i < removeScriptsFromOthers.Length; i++) { removeScriptsFromOthers[i].enabled = false; } for (int i = 0; i < removeObjectsFromOthers.Length; i++) { removeObjectsFromOthers[i].SetActive(false); } for (int i = 0; i < removeLinerendererFromOthers.Length; i++) { removeLinerendererFromOthers[i].enabled = (false); } for (int i = 0; i < rigidbodyFromOthersToSetKinematic.Length; i++) { rigidbodyFromOthersToSetKinematic[i].isKinematic = true; } } }
private void Start() { //movement controller controllerWalker = GetComponent <AdvancedWalkerController>(); controllerAnimation = GetComponent <Player_AnimationController>(); controllerRagdoll = GetComponent <Player_RagdollController>(); config = GetComponent <Player_Config>(); hud = GetComponent <Player_Hud>(); playerHealth = GetComponent <Player_Health>(); lineRenderGrab = gameObject.GetComponent <LineRenderer>(); lineRenderGrab.SetPositions(new Vector3[] { Vector3.zero, Vector3.zero }); lineRenderGrab.startColor = Color.white; lineRenderGrab.endColor = Color.white; lineRenderGrab.startWidth = 0.002f; lineRenderGrab.endWidth = 0.002f; //stamina config.runStamina = config.staminaLevel; //hud StartCoroutine("UpdateHUD"); }
private void Start() { config = GetComponent <Player_Config>(); }
public void FightingControls(Player_Config config, Player_AnimationController controllerAnimation) { if (!config.canAttack) { return; } if (Input.GetMouseButtonDown(1)) { //so we can punch and move after animation is done if (isFighting) { return; } //Make sure no other coroutines are playing StopAllCoroutines(); //Weapon selection switch (selectedWeapon) { case Weapon.Fists: hitDistance = 1.7f; hitDamage = 20f; StartCoroutine(PunchCooldownTimer(controllerAnimation)); break; case Weapon.Knife: hitDistance = 1.7f; hitDamage = 33; StartCoroutine(StabCooldownTimer(controllerAnimation)); break; case Weapon.Pistol: hitDistance = 22f; hitDamage = 75f; StartCoroutine(ShootCooldownTimer(controllerAnimation)); break; } //Action Ray ray = Camera.allCameras[0].ScreenPointToRay(Input.mousePosition); RaycastHit hit; if (Physics.Raycast(ray, out hit, hitDistance, ~playerCapsuleLayermask)) { if (hit.transform.tag == "PlayerRagdoll") { Debug.Log("Punched " + hit.collider.gameObject.name + " On other player!"); //damage and kill the player PhotonView pvOther = hit.transform.root.gameObject.GetComponent <PhotonView>(); if (pvOther == null) { Debug.LogError("OTHER PLAYER DOESNT HAVE PHOTONVIEW?!"); } pvOther.RPC("Damage", RpcTarget.AllBufferedViaServer, pvOther.ViewID, DamageMultiplier(hit.collider.gameObject.name, hitDamage)); //pvOther.RPC("KillImmediately", RpcTarget.AllBufferedViaServer, pvOther.ViewID, 15f, hit.point); } //transfer ownership if available (punching obj) PhotonView otherPv = hit.transform.gameObject.GetComponent <PhotonView>(); if (otherPv != null && !otherPv.IsMine) { otherPv.TransferOwnership(PhotonNetwork.LocalPlayer); } //hit a draggable/door or something, apply force StartCoroutine(PunchDelay(0.25f, hit)); } } }
//make item pool //when pickup batterys, disable them over pun //when drop, enable and teleport them in front of you //the pool should only have as many items as there are in a scene private void Start() { config = GetComponent <Player_Config>(); hud = GetComponent <Player_Hud>(); inventory = GetComponent <Player_Inventory>(); }
private void Start() { //if NOT photonview.ismine config = GetComponent <Player_Config>(); }
private void Start() { hud = GetComponent <Player_Hud>(); config = GetComponent <Player_Config>(); }
private void Start() { controller = GetComponent <AdvancedWalkerController>(); fightController = GetComponent <Player_FightingController>(); config = GetComponent <Player_Config>(); }