// Use this for initialization void Start() { inventory = GameObject.FindGameObjectWithTag("Inventory").GetComponent<Inventory>(); playerController = this.GetComponent<ThirdPersonCharacter> (); player = GameObject.FindGameObjectWithTag("Player"); playerModel = GameObject.FindGameObjectWithTag ("PlayerModel"); }
private void Start() { // get the transform of the main camera if (Camera.main != null) { m_Cam = Camera.main.transform; } else { Debug.LogWarning( "Warning: no main camera found. Third person character needs a Camera tagged \"MainCamera\", for camera-relative controls."); // we use self-relative controls in this case, which probably isn't what the user wants, but hey, we warned them! } // get the third person character ( this should never be null due to require component ) m_Character = GetComponent<ThirdPersonCharacter>(); m_PhotonView = GetComponent<PhotonView>(); gameObject.name = gameObject.name + m_PhotonView.viewID; if (m_PhotonView.isMine) { //GameObject camera = PhotonNetwork.Instantiate ("FreeCamera", new Vector3 (0f, 1f, 0f), Quaternion.identity, 0); //camera.name = "freeCamera"; //GameObject.FindGameObjectWithTag ("MainCamera").GetComponent<FreeLookCamera> ().SetTarget (gameObject.transform); FreeLookCamera cam = FindObjectOfType (typeof(FreeLookCamera)) as FreeLookCamera; cam.SetTarget(gameObject.transform); } }
protected void Start() { agent = GetComponentInChildren<NavMeshAgent>(); character = GetComponent<ThirdPersonCharacter>(); agent.updateRotation = false; agent.updatePosition = true; }
// Use this for initialization void Start () { // get the components on the object we need ( should not be null due to require component so no need to check ) agent = GetComponentInChildren<NavMeshAgent>(); character = GetComponent<ThirdPersonCharacter>(); }
void Start() { agent = GetComponent<NavMeshAgent>(); character = GetComponent<ThirdPersonCharacter>(); _machine = new SKStateMachine<EnemyAIController>(this, new EnemyAIPatrol()); _machine.addState(new EnemyAIChase()); }
/// <summary> /// Use this for initialization. /// </summary> void Start() { snowball = Resources.Load ("Snow Ball") as GameObject; attachedBodyPart = gameObject; cameraState = 0; pController = GameObject.Find("ThirdPersonController").GetComponent<ThirdPersonCharacter>(); }
// Use this for initialization void Start() { god = GameObject.FindGameObjectWithTag("God").GetComponent<God>(); animator = GetComponentInChildren<Animator>(); character = GetComponentInChildren<ThirdPersonCharacter>(); m_Cam = Camera.main.transform; }
// Use this for initialization void Start() { // get the transform of the main camera cam = Camera.main.transform; // get the third person character ( this should never be null due to require component ) character = GetComponent<ThirdPersonCharacter>(); }
void Awake() { if(_animator == null) _animator = GetComponent<Animator>(); _aiController = GetComponent<AICharacterControl>(); _thirdPersonController = GetComponent<ThirdPersonCharacter>(); _characterController = GetComponent<CharacterController>(); }
public Transform target; // target to aim for // Use this for initialization private void Start() { // get the components on the object we need ( should not be null due to require component so no need to check ) agent = GetComponentInChildren<NavMeshAgent>(); character = GetComponent<ThirdPersonCharacter>(); agent.updateRotation = false; agent.updatePosition = true; }
private void Start() { if (Camera.main != null) { m_CamObject = Camera.main.transform; } m_Character = GetComponent<ThirdPersonCharacter>(); InputManager.ButtonPress += HandleInput; }
void Awake() { anim = GetComponent <Animator> (); playerAudio = GetComponent <AudioSource> (); playerMovement = GetComponent <ThirdPersonCharacter> (); //playerShooting = GetComponentInChildren <PlayerShooting> (); currentHealth = startingHealth; HealthSliderStatus(currentHealth); //healthSlider.value = currentHealth; playerInterction = GetComponent <PlayerInteraction> (); }
// Use this for initialization void Start () { Messenger.AddListener<bool>("lock player input", lockInput); Messenger.AddListener<bool>("set is poisoned", setIsPoisoned); // get the transform of the main camera if (Camera.main) { r_Camera = Camera.main.transform; } else { Debug.LogWarning("Warning: no main camera found. Third person character needs a Camera tagged \"MainCamera\", for camera-relative controls."); // we use self-relative controls in this case, which probably isn't what the user wants, but hey, we warned them! } r_Character = GetComponent<ThirdPersonCharacter>(); }
// Use this for initialization void Start () { r_Character = GetComponent<ThirdPersonCharacter>(); if (mTargets.Count != 0) { if (gameObject.GetComponent<ThirdPersonController>()!=null) { gameObject.GetComponent<ThirdPersonController>().enabled = false; } } if (Camera.main) { r_Camera = Camera.main.transform; } else { Debug.LogWarning("Warning: no main camera found. Third person character needs a Camera tagged \"MainCamera\", for camera-relative controls."); // we use self-relative controls in this case, which probably isn't what the user wants, but hey, we warned them! } }
// Use this for initialization void Start() { // get the transform of the main camera if (Camera.main != null) { cam = Camera.main.transform; } else { Debug.LogWarning("Warning: no main camera found. Third person character needs a Camera tagged \"MainCamera\", for camera-relative controls."); // we use self-relative controls in this case, which probably isn't what the user wants, but hey, we warned them! } // get the third person character ( this should never be null due to require component ) character = GetComponent<ThirdPersonCharacter>(); }
private void GetComponents() { // get the transform of the main camera if (Camera.main != null) { m_Cam = Camera.main.transform; } else { Debug.LogWarning( "Warning: no main camera found. Third person character needs a Camera tagged \"MainCamera\", for camera-relative controls.", gameObject); // we use self-relative controls in this case, which probably isn't what the user wants, but hey, we warned them! } // get the third person character ( this should never be null due to require component ) m_Character = GetComponent <ThirdPersonCharacter>(); }
private void Awake() { _thirdPersonCharacter = GetComponent <ThirdPersonCharacter>(); _userControl = GetComponent <ThirdPersonUserControl>(); _rigidbody = GetComponent <Rigidbody>(); _animator = GetComponent <Animator>(); ; _materialPropertyBlocks = new MaterialPropertyBlock[_skinnedMeshRenderers.Length]; for (int i = 0; i < _skinnedMeshRenderers.Length; i++) { _materialPropertyBlocks[i] = new MaterialPropertyBlock(); _skinnedMeshRenderers[i].SetPropertyBlock(_materialPropertyBlocks[i]); _materialPropertyBlocks[i].SetColor("_Color", Color.white); _skinnedMeshRenderers[i].SetPropertyBlock(_materialPropertyBlocks[i]); } }
public void Init() { //initialize DNA //0 forward //1 backward //2 left //3 right //4 jump //5 crouch dna = new DNA(DNALength, numActions); m_Character = GetComponent <ThirdPersonCharacter>(); timeAlive = 0; alive = true; distanceTravelled = 0; initialPosition = gameObject.transform.position; }
public void RunThroughOpponents(King k, int first, int last) { k.IsInCheck = false; k.IsInCheckMate = false; int index = chessPieces.IndexOf(k); Debug.Log(index); ThirdPersonCharacter king = gamePieces[index].GetComponent <ThirdPersonCharacter>(); Pair p = GetPairInGrid(king.boardPosition, grid.Positions); for (int i = first; i < last; i++) { ThirdPersonCharacter ethan = gamePieces[i].GetComponent <ThirdPersonCharacter>(); //update movables and attackables chessPieces[i].CheckSurroundings(ethan.boardPosition, piecesPositions, grid.Positions, GamePieces); //check if king belongs to attackables if (chessPieces[i].attackableSpots.Contains(p)) { k.IsInCheck = true; break; } //countMovesAroundKing++; //check if king surroundings belong to movables //foreach (Pair item in chessPieces[i].movableSpots) //{ // foreach (Pair pp in k.possibleChecks) // { // if (item.Equals(pp)) // countMovesAroundKing++; // } //} } //if (countMovesAroundKing > 0) // k.IsInCheck = true; //if (countMovesAroundKing >= k.countOfPossibleChecks) //{ // k.IsInCheckMate = true; // //stop game // string message = "Check mate!"; // //message += k.Layer + "lost"; // gameOver(message); //} }
private void Start() { // Search for the script that inherit from IEnemyAttack to attack enemyAttack = GetComponent <IEnemyAttack>(); rb = GetComponent <Rigidbody>(); playerHealth = player.GetComponent <PlayerHealth>(); enemyHealth = GetComponent <EnemyHealth>(); // Set the reference of NavMeshAgent agent = GetComponent <NavMeshAgent>(); agent.updateRotation = false; character = GetComponent <ThirdPersonCharacter>(); // Set destination so the enemy can move there }
void Start() { // state = State.LEAVE; // GameObject god = GameObject.Find("God"); // God godScript = god.GetComponent<God>(); // God.startRitual += new EventHandler(Pray); state = State.WANDER; outerPoint = GameObject.Find("OuterPoint"); map = GameObject.Find("map"); mapCollider = map.GetComponent<Collider>(); navMeshAgent = GetComponent<NavMeshAgent>(); character = GetComponent<ThirdPersonCharacter>(); characterControl = GetComponent<AICharacterControl>(); StartCoroutine(GetTargetLoop(UnityEngine.Random.Range(1f, 2f) * 2f)); StartCoroutine(IAStateMachine()); }
// Use this for initialization void Start() { agent = this.GetComponent <NavMeshAgent>(); character = this.GetComponent <ThirdPersonCharacter>(); agent.updateRotation = false; if (agent != null) { if (patrolPoints != null && patrolPoints.Count >= 2) { currentPatrolIndex = 0; SetDestination(); } } else { Debug.LogError("insert navmeshAgent to" + gameObject.name); } }
public void Init() { //initialise DNA //0 forward //1 back //2 left //3 right //4 jump //5 crouch dna = new DNA(DNALength, 6); //make dna with random int values within control schema m_Character = GetComponent <ThirdPersonCharacter>(); timeAlive = 0; alive = true; #region Adam Edit startingPosition = transform.position; #endregion }
public void UpdateAttacks(GameObject selectedPiece, GameController gc) { ThirdPersonCharacter ethan = selectedPiece.GetComponent <ThirdPersonCharacter>(); //clear out lists ethan.attackPositions.Clear(); //copy the attackables to list for (int i = 0; i < attackableSpots.Count; i++) { Pair pair = attackableSpots[i]; string a = gc.grid.Positions[pair.Z, pair.X]; ethan.attackPositions.Add(a); } //movableSpots.Clear(); //attackableSpots.Clear(); }
/// <summary> /// To be called when we create the prefab rfom the Population Manager /// </summary> public void Init() { ///<see cref="DNA.genes"/> //initialise DNA // 0 forward // 1 back // 2 left // 3 right // 4 jump // 5 crouch dna = new DNA(DNALength, 6); m_Character = GetComponent <ThirdPersonCharacter>(); startPosition = transform.position; timeAlive = 0; alive = true; }
// Use this for initialization void Start() { tpc = GetComponentInParent <ThirdPersonCharacter> (); Debug.Log(tpc.gameObject.name); anim = GetComponent <Animator> (); audio_source = GetComponent <AudioSource> (); audio_source.pitch = 0.65f; foreach (AnimationClip i in anim.runtimeAnimatorController.animationClips) { //Debug.Log ("apprentspeed " + i.apparentSpeed + i.name); //Debug.Log ("averagespeed " + i.averageSpeed + i.); if (i.name == "CandleWalk") { animationlength = i.length; } } //foreach(AnimationState i in anim.runtimeAnimatorController }
private Piece CreatePieces(Transform child) { string tag = child.tag; int layer = child.gameObject.layer; ThirdPersonCharacter ethan = child.GetComponent <ThirdPersonCharacter>(); Piece piece; switch (tag) { case "Pawn": piece = new Pawn(layer); break; case "Knight": piece = new Knight(layer); break; case "Queen": piece = new Queen(layer); break; case "Bishop": piece = new Bishop(layer); break; case "Rook": piece = new Rook(layer); break; case "King": piece = new King(layer); kings.Add(piece); break; default: piece = null; break; } ethan.pieceType = piece; return(piece); }
public override void Start() { GameObject interactables; EventCounter = 0; CurrentEventType = 0; // Set the filePath and init the network FilePath = Path.Combine(Application.streamingAssetsPath, "NeedsNetwork.nn"); base.Start(); // Get components Anim = GetComponent <Animator>(); AIAgent = GetComponent <NavMeshAgent>(); interactables = GameObject.FindGameObjectWithTag("interactables"); Objects = interactables.GetComponentsInChildren <Interactable>(); TPController = GetComponent <ThirdPersonCharacter>(); }
void Start() { character = GetComponent <ThirdPersonCharacter>(); raycaseter = Camera.main.GetComponentInParent <CameraRaycaster>(); nav = GetComponent <NavMeshAgent>(); stopDistance = nav.stoppingDistance; nav.updateRotation = false; nav.updatePosition = true; destination = transform.position; gizmoDest = gizmoRecentD = destination; if (raycaseter != null) { raycaseter.OnMouseOverPotentiallyWalkable += OnMouseClickToMove; // observer raycaseter.OnMouseOverEnemy += OnMouseClickToEnemy; } }
void Awake() { if (movementController == null) { movementController = GetComponent <ThirdPersonCharacter>(); } if (swordController == null) { swordController = GetComponent <SwordAIControl>(); } if (thisObjectToHit == null) { thisObjectToHit = GetComponent <ObjectToHit>(); } if (agent == null) { agent = GetComponent <NavMeshAgent>(); } }
void Awake() { if (movementController == null) { movementController = GetComponent<ThirdPersonCharacter>(); } if (swordController == null) { swordController = GetComponent<SwordAIControl>(); } if (thisObjectToHit == null) { thisObjectToHit = GetComponent<ObjectToHit>(); } if (agent == null) { agent = GetComponent<NavMeshAgent>(); } }
// Use this for initialization void Start() { dc = FindObjectOfType <DialogueController>(); collidingActors = new List <Actor>(); // get the transform of the main camera if (Camera.main != null) { Cam = Camera.main.transform; } else { Debug.LogWarning( "Warning: no main camera found. Third person character needs a Camera tagged \"MainCamera\", for camera-relative controls.", gameObject); } // we use self-relative controls in this case, which probably isn't what the user wants, but hey, we warned them! Character = GetComponent <ThirdPersonCharacter>(); }
void Awake() { if (agent == null) { Debug.LogWarning("You don't set any agent in CharacterActuator."); } // get the third person character ( this should never be null due to require component ) character = agent.GetComponent <ThirdPersonCharacter>(); if (mainCamera != null) { m_CamTransform = mainCamera.transform; } else { Debug.LogWarning( "Warning: no main camera found. Third person character needs a Camera tagged \"MainCamera\", for camera-relative controls.", gameObject); // we use self-relative controls in this case, which probably isn't what the user wants, but hey, we warned them! } }
private void Start() { gm = GameObject.Find("GameManager").GetComponent <GameManager>(); // get the transform of the main camera if (Camera.main != null) { m_Cam = Camera.main.transform; } else { Debug.LogWarning( "Warning: no main camera found. Third person character needs a Camera tagged \"MainCamera\", for camera-relative controls.", gameObject); // we use self-relative controls in this case, which probably isn't what the user wants, but hey, we warned them! } // get the third person character ( this should never be null due to require component ) m_Character = GetComponent <ThirdPersonCharacter>(); gm.EventMan.stopPlayer.AddListener(StopPlayer); gm.EventMan.movePlayerToPosition.AddListener(StartMoveToPosition); }
// Update is called once per frame void Start() { player = this.gameObject; battle_transform = transform.parent; //Physics.gravity = new Vector3(0, -9.81F, 0); GravityDrctInBattleWorld = new Vector3(0, -9.81F, 0); Physics.gravity = GravityDrctInBattleWorld; originGravityDrct = Physics.gravity; targetGravityDrct = Physics.gravity; tpc = player.GetComponent <ThirdPersonCharacter>(); if (mainCamera_transform == null) { mainCamera_transform = GameObject.FindGameObjectWithTag("MainCamera").transform; } battleControlCentor = GameObject.FindGameObjectWithTag("Battle").GetComponent <BattleControlCenter>(); plrCapsule = gameObject.GetComponent <CapsuleCollider>(); //dsada }
public override void Start() { // Set the filePath and init the network FilePath = Path.Combine(Application.streamingAssetsPath, "MasterNetwork.nn"); base.Start(); AIAgent = GetComponent <NavMeshAgent>(); TPController = GetComponent <ThirdPersonCharacter>(); Anim = GetComponent <Animator>(); Stats = GetComponent <CharacterStats>(); // Add Behaviors NController = GetComponent <NeedsController>(); AIAgent.updateRotation = false; // Subscribe to event manager events EventManager.instance.HitEvent += OnHitEvent; EventManager.instance.DeathEvent += OnDeathEvent; }
private bool m_Jump; // the world-relative desired move direction, calculated from the camForward and user input. void Start() { mCamera = GameObject.Find("FreeLookCameraRig").GetComponent <FreeLookCam>(); mCamera.SetTarget(transform); // get the transform of the main camera if (Camera.main != null) { m_Cam = Camera.main.transform; } else { Debug.LogWarning( "Warning: no main camera found. Third person character needs a Camera tagged \"MainCamera\", for camera-relative controls."); // we use self-relative controls in this case, which probably isn't what the user wants, but hey, we warned them! } // get the third person character ( this should never be null due to require component ) m_Character = GetComponent <ThirdPersonCharacter>(); }
private void Start() { if (Camera.main == null) { Debug.LogWarning( "Warning: no main camera found. Third person character needs a Camera tagged \"MainCamera\"," + " for camera-relative controls.", gameObject); } this.thirdPersonCharacter = GetComponent <ThirdPersonCharacter>(); //transform.position = Vector3.zero; //this.shortenedClickPoint = Vector3.zero; this.shortenedClickPoint = transform.position; //rayCaster = FindObjectOfType<CameraRaycaster>(); this.rayCaster = Camera.main.GetComponent <CameraRaycaster1>(); // register with the CameraRaycaster that we are listening to layer hit changes this.rayCaster.OnHitItemChangeObservers += OnHitItemChanged; }
IEnumerator DominosFall() { ThirdPersonCharacter p = GameObject.FindGameObjectWithTag("Player").GetComponent <ThirdPersonCharacter>(); Quaternion look = Camera.main.transform.localRotation; Vector3 camLoc = Camera.main.transform.localPosition; Camera.main.transform.parent = transform; Camera.main.transform.localPosition = new Vector3(0, 20, 0); Camera.main.transform.localRotation = Quaternion.LookRotation(transform.position - Camera.main.transform.position); p.enabled = false; yield return(new WaitForSeconds(12)); b.fall = true; yield return(new WaitForSeconds(3)); p.enabled = true; Camera.main.transform.parent = p.transform; Camera.main.transform.localPosition = camLoc; Camera.main.transform.localRotation = look; }
public void Setup() { m_actor = m_Instance.GetComponent <ThirdPersonCharacter>(); m_Movement = m_Instance.GetComponent <ThirdPersonUserControl>(); m_Shooting = m_Instance.GetComponent <Shooting>(); m_CanvasGameObject = m_Instance.GetComponentInChildren <Canvas>().gameObject; m_actor.m_PlayerNumber = m_PlayerNumber; m_Movement.m_PlayerNumber = m_PlayerNumber; m_Shooting.m_PlayerNumber = m_PlayerNumber; m_ColoredPlayerText = "<color=#" + ColorUtility.ToHtmlStringRGB(m_PlayerColor) + ">PLAYER " + m_PlayerNumber + "</color>"; MeshRenderer[] renderers = m_Instance.GetComponentsInChildren <MeshRenderer>(); for (int i = 0; i < renderers.Length; i++) { renderers[i].material.color = m_PlayerColor; } }
// Start is called before the first frame update void Start() { Maria = GetComponent <ThirdPersonCharacter>(); particleTimer = Time.deltaTime; m_Animator = GetComponent <Animator>(); m_Rigidbody = GetComponent <Rigidbody>(); m_Capsule = GetComponent <CapsuleCollider>(); particle = this.GetComponentInChildren <ParticleSystem>().emission; particle.enabled = false; isEnemy = false; swordCol = GameObject.Find("SwordCol"); swordCol.SetActive(false); hasSword = false; numOfClicks = 0; countClicks = 0; canClick = true; timer = Time.deltaTime; }
// Update is called once per frame public void Init() { TotalDistance = Vector2.Distance(transform.position, Target); // Intialize DNA //0 forward //1 back //2 left //3 right //4 jump //5 crouch dna = new DNA(DNALength, 6); m_Character = GetComponent <ThirdPersonCharacter>(); timeAlive = 0; alive = true; }
//private int uiDisable; private void Start() { PlayerPrefs.SetFloat(mushroomdirection, 0); // // get the transform of the main camera // if (Camera.main != null) // { // m_Cam = Camera.main.transform; // } // else // { // Debug.LogWarning( // "Warning: no main camera found. Third person character needs a Camera tagged \"MainCamera\", for camera-relative controls."); // // we use self-relative controls in this case, which probably isn't what the user wants, but hey, we warned them! // } // get the third person character ( this should never be null due to require component ) m_Character = GetComponent <ThirdPersonCharacter>(); walkStick = this.ctrl.GetStick(STICK_WALK); }
private void Start() { if (Camera.main == null) { Debug.LogWarning( "Warning: no main camera found. Third person character needs a Camera tagged \"MainCamera\"," + " for camera-relative controls.", gameObject); } this.thirdPersonCharacter = GetComponent <ThirdPersonCharacter>(); this.aiController = GetComponent <AICharacterControl>(); this.navMeshAgent = GetComponent <NavMeshAgent>(); this.rayCaster = Camera.main.GetComponent <CameraRaycaster>(); // register with the CameraRaycaster that we are listening to layer hit changes this.rayCaster.notifyMouseClickObservers += OnHitItemChanged; // start off in indirect mode this.isInDirectMode = true; }
private void OnEnable() { if (Unit == null) { Unit = GetComponent <Unit>(); } if (_cam == null && Camera.main != null) { _cam = Camera.main.transform; } if (_character == null) { _character = GetComponent <ThirdPersonCharacter>(); } if (_animator == null) { _animator = GetComponent <Animator>(); } _character.enabled = true; }
// Use this for initialization void Start () { s_score = 0; s_gameover = false; m_hit = false; m_controller = GetComponent<ThirdPersonCharacter>(); m_animator = GetComponent<Animator>(); m_audio = gameObject.GetComponent<AudioSource>(); m_stage = GameObject.FindGameObjectWithTag(m_StageTag).GetComponent<StageBuilder>(); if (!m_controller) { m_animator.SetFloat("direction", -1.0f); } m_foots = new Transform[m_Foots.Length]; m_footYs = new float[m_Foots.Length]; for (var i = 0; i < m_Foots.Length; i++) { m_foots[i] = searchTransform(transform, m_Foots[i]); m_footYs[i] = m_foots[i].position.y; } m_offset = Vector3.zero; transform.position = m_offset; }
// Use this for initialization void Start() { //pauseManager = FindObjectOfType<PauseManager>(); placed_target = Instantiate(target, new Vector3(transform.position.x, 0.64f, transform.position.z), new Quaternion(0, 0, 0, 0)); hover_target = Instantiate(transparentTarget, new Vector3(transform.position.x, 0.64f, transform.position.z), new Quaternion(0, 0, 0, 0)); placed_target.SetActive(false); hover_target.SetActive(false); agent = GetComponent <NavMeshAgent>(); cam = FindObjectOfType <Camera>(); playerAudio = GetComponent <AudioSource>(); try { third_person_character_controller = GetComponent <ThirdPersonCharacter>(); agent.updateRotation = false; // controlled by animation } catch (MissingComponentException) { //Debug.Log("No ThirdPersonCharacter hence default movements"); } }
void Awake() { maxHealth = Health; if (photonView.isMine) { LocalPlayerInstance = gameObject; ExitGames.Client.Photon.Hashtable hash = new ExitGames.Client.Photon.Hashtable(); hash.Add("RobeColor_RGB", new Vector3(RobeColor.r, RobeColor.g, RobeColor.b)); PhotonNetwork.player.SetCustomProperties(hash); } else { ThirdPersonUserControlPun control = GetComponent <ThirdPersonUserControlPun>(); ThirdPersonCharacter movement = GetComponent <ThirdPersonCharacter>(); control.enabled = false; movement.enabled = false; } photonView.owner.TagObject = gameObject; DontDestroyOnLoad(gameObject); }
// Use this for initialization void Start() { agent = GetComponent<NavMeshAgent> (); character = GetComponent<ThirdPersonCharacter>(); }
// Part 4 of practical guide to UMA https://youtu.be/KZpvgiAdD9c void Start() { GenerateUMA(); characterController = GameObject.FindObjectOfType<ThirdPersonCharacter>(); }
// Use this for initialization void Start() { if (GLOBAL.Player != null) { // Set this as the current player. if (!isProxy) { if (Multiplayer_ProxyController.Instance != null) Multiplayer_ProxyController.Instance.currentPlayer = this; // Retrieve the player's settings. username = GLOBAL.Player.username; isMale = GLOBAL.Player.progress["isMale"].b; index_BodyModel = GLOBAL.Player.progress["index_BodyModel"].i; index_HairModel = GLOBAL.Player.progress["index_HairModel"].i; index_SkinColor = GLOBAL.Player.progress["index_SkinColor"].i; index_HairColor = GLOBAL.Player.progress["index_HairColor"].i; Debug.Log(string.Format ( "Start() - isMale: {0}, index_BodyModel: {1}, index_HairModel: {2}, index_SkinColor: {3}, index_HairColor: {4}", isMale, index_BodyModel, index_HairModel, index_SkinColor, index_HairColor )); GetComponent<Rigidbody>().useGravity = true; GetComponent<Collider>().isTrigger = false; // Let the everyone know of the current player entity. GLOBAL.player_entity = this; // Try to spawn the player on the spawn target. if (!String.IsNullOrEmpty(GLOBAL.target_spawn)) { // If we find an object with the target spawn name, copy its position and rotation. GameObject obj_spawn = GameObject.Find(GLOBAL.target_spawn); if (obj_spawn != null) { transform.position = obj_spawn.transform.position; //transform.rotation = obj_spawn.transform.localRotation; } else { Debug.LogError(String.Format("Could not find spawn target '{0}'.", GLOBAL.target_spawn)); } } } else { // Disable the animation scripts for proxies. GetComponent<PlayerInputControl>().enabled = false; // Disable the Audio components for proxies. if(GetComponent<AudioSource>() != null) GetComponent<AudioSource>().enabled = false; if(GetComponent<AudioListener>() != null) GetComponent<AudioListener>().enabled = false; // Disable the quick travel script for proxies. if (GetComponent<QuickTravel>() != null) GetComponent<QuickTravel>().enabled = false; GetComponent<Rigidbody>().useGravity = false; GetComponent<Collider>().isTrigger = true; } _ThirdPersonCharacter = GetComponent<ThirdPersonCharacter>(); ApplyPlayerModel(); // _rigidbody = GetComponent<Rigidbody>(); } }
// Use this for initialization void Awake() { this.refCharacter = GetComponent<ThirdPersonCharacter>(); }
void Start() { animator = GetComponent<Animator>(); thirdPersonCharacter = GetComponent<ThirdPersonCharacter>(); navMeshAgent = GetComponent<NavMeshAgent>(); navMeshAgent.updatePosition = false; navMeshAgent.updateRotation = false; currentIndex = 0; ChangeState(new PatrolState()); }
void findNextField(ThirdPersonCharacter profi, int xCoord, int zCoord) { float backgroundTargetPosAxis; Vector3 backgroundTargetPos; Transform prof = profi.transform; switch (rueckweg[xCoord, zCoord]) { case 3: //Move right backgroundTargetPosAxis = prof.position.z + 5; backgroundTargetPos = new Vector3 (prof.position.x, prof.position.y, backgroundTargetPosAxis); profi.Move (backgroundTargetPos-prof.position, false, false, backgroundTargetPos-prof.position); //fade between current and target position using lerp //prof.position = Vector3.Lerp (prof.position, backgroundTargetPos, Time.deltaTime); break; case 4: //Move left backgroundTargetPosAxis = prof.position.z - 5; backgroundTargetPos = new Vector3 (prof.position.x, prof.position.y, backgroundTargetPosAxis); profi.Move (backgroundTargetPos-prof.position, false, false, backgroundTargetPos-prof.position); //fade between current and target position using lerp //prof.position = Vector3.Lerp (prof.position, backgroundTargetPos, Time.deltaTime); break; case 2: //Move up backgroundTargetPosAxis = prof.position.x + 5; backgroundTargetPos = new Vector3 (backgroundTargetPosAxis, prof.position.y, prof.position.z); profi.Move (backgroundTargetPos-prof.position, false, false, backgroundTargetPos-prof.position); //fade between current and target position using lerp //prof.position = Vector3.Lerp (prof.position, backgroundTargetPos, Time.deltaTime); break; case 1: //Move down backgroundTargetPosAxis = prof.position.x - 5; backgroundTargetPos = new Vector3 (backgroundTargetPosAxis, prof.position.y, prof.position.z); profi.Move (backgroundTargetPos-prof.position, false, false, backgroundTargetPos-prof.position); //fade between current and target position using lerp //prof.position = Vector3.Lerp (prof.position, backgroundTargetPos, Time.deltaTime); break; } profi.life.transform.position = prof.position + (new Vector3(0f, 3f, 0f)); }
// Use this for initialization void Start() { animator = GetComponent<Animator>(); character = GetComponent<ThirdPersonCharacter>(); }
void Start() { m_AICharacterControl = GetComponent<AICharacterControl>(); m_character = GetComponent<ThirdPersonCharacter>(); }
void damage(ThirdPersonCharacter per) { if (lives > 1) { lives--; toBeRemoved.AddLast (per); }else { toBeRemoved.AddLast (per); gameover = true; Debug.Log ("Game Over!"); } }
private void Start() { this.cam = Camera.main.transform; this.character = base.GetComponent<ThirdPersonCharacter>(); }
// Start and Update Methods ************************************************************ public void Start() { unityCharacter = GameObject.FindWithTag("Player").GetComponent<ThirdPersonCharacter>(); }
// Use this for initialization void Start() { Rags = GameManager.god.ragsObject; boostLimit = boostCounter; }