public override void Init() { weaponController = GetComponent <PlayerWeaponController>(); playerHealthController = GetComponent <HealthControllerPlayer>(); reloadController = GetComponent <PlayerReloadController>(); playerMeleeWeaponLayerMask = Resources.Load("LayerMasks/LayerMask_Player Melee Weapon") as ScriptableLayerMask; throwWeaponInputAction = Resources.Load("Input Actions/Input Action Throw Weapon") as ScriptableInputBoolAction; toggleWeaponInputAction = Resources.Load("Input Actions/Input Action Toggle Weapon") as ScriptableInputBoolAction; isPlayerReloading = Resources.Load("Player/PlayerIsReloading") as ScriptableBool; searcherController = GetComponent <InteractionSearcherController>(); worldInteractionParentGroup = FindObjectOfType <WorldInteractionsManager>().transform; playerRightHand = GetComponentInChildren <RightHandIdentifier>().transform; inventoryAmmo.rifleAmmo = playerInventoryData.inventoryAmmo.rifleAmmo; inventoryAmmo.pistolAmmo = playerInventoryData.inventoryAmmo.pistolAmmo; inventoryAmmo.shotgunShells = playerInventoryData.inventoryAmmo.shotgunShells; inventoryAmmo.arrows = playerInventoryData.inventoryAmmo.arrows; fistsWeaponRuntime.FreshSpawnWeapon(); fistsWeaponRuntime.PickupWeaponPlayer(); fistsWeaponRuntime.DisableAttackColliders(); SpawnInventoryWeapons(playerInventoryData.inventoryWeapons); }
public override void Init() { animController = GetComponent <PlayerAnimationController>(); attackInputAction = Resources.Load("Input Actions/Input Action Attack") as ScriptableInputBoolAction; attackInputHeldAction = Resources.Load("Input Actions/Input Action Attack Held") as ScriptableInputBoolAction; isPlayerReloading = Resources.Load("Player/PlayerIsReloading") as ScriptableBool; }
public override void InitAbility(AbilityController controller) { base.InitAbility(controller); deltaTimer = GetResource.DeltaTimer(); movementController = controller.GetComponent <PlayerMovementController>(); isPressingMovementKeys = Resources.Load("Player/Movement/Player - Is Pressing Movement Keys") as ScriptableBool; hitboxController = controller.GetComponent <PlayerController>().hitboxController; animController = controller.GetComponent <PlayerAnimationController>(); movementInput = Resources.Load("Player/Movement/Movement Inputs") as PlayerMovementInputs; isInAction = Resources.Load("Player/Actions/Is Player In Action") as ScriptableBool; }
public override void Init() { base.Init(); playerAnimData = Resources.Load("Player/Animations/PlayerAnimationData") as PlayerAnimationData; isPressingMovementKeysInput = Resources.Load("Player/Movement/Player - Is Pressing Movement Keys") as ScriptableBool; verticalNormalizedMoveAmount = Resources.Load("Player/Movement/Player - Normalized Movement Vertical") as ScriptableFloat; horizontalNormalizedMoveAmount = Resources.Load("Player/Movement/Player - Normalized Movement Horizontal") as ScriptableFloat; playerAnimData.ConvertAnimsToHash(); SetAnimBool(animData.isPlayerBool, true); }
public override void Init() { weaponController = GetComponent <PlayerWeaponController>(); inventoryController = GetComponent <PlayerInventoryController>(); animController = GetComponent <PlayerAnimationController>(); uiReloadProgressBar = FindObjectOfType <UI_ReloadProgressBar>(); isReloading = Resources.Load("Player/PlayerIsReloading") as ScriptableBool; isReloading.value = false; reloadInput = Resources.Load("Input Actions/Input Action Reload") as ScriptableInputBoolAction; }
public override void Init() { movementSpeed = movementData.moveSpeed; rigidBod = GetComponent <Rigidbody>(); gameCamera = FindObjectOfType <CamControllerGameplay>().GetComponent <Camera>(); aimTarget = FindObjectOfType <PlayerAimTargetIdentifier>().transform; verticalNormalizedMoveAmount = Resources.Load("Player/Movement/Player - Normalized Movement Vertical") as ScriptableFloat; horizontallNormalizedMoveAmount = Resources.Load("Player/Movement/Player - Normalized Movement Horizontal") as ScriptableFloat; isPlayerInAction = Resources.Load("Player/Actions/Is Player In Action") as ScriptableBool; movementInput = Resources.Load("Player/Movement/Movement Inputs") as PlayerMovementInputs; deltaTime = Resources.Load("Core Variables/DeltaTimer") as ScriptableFloat; }
public override void Init() { isPlayerInAction = Resources.Load("Player/Actions/Is Player In Action") as ScriptableBool; isPlayerInAction.value = false; }