private void Awake() { proximitySensor = GetComponent<Proximity>(); proximityRun = new Utility.IntervalRun(0.2f, (deltaTime) => { proximitySensor.Detect(OnProximityDetect); }); proximityRun.Start(); isUsed = false; tracker = GetComponent<Tracker>(); parentRoom = GetComponentInParent<Room>(); if (parentRoom != null) { parentRoom.OnVisibilityChange += OnRoomChangeVisibility; if (parentRoom.IsPlayerInRoom) { enabled = true; } else { enabled = false; } } }
private void Awake() { proximitySensor = GetComponent<Proximity>(); audioSource = GetComponent<AudioSource>(); proximityRun = new Utility.IntervalRun(0.2f, (deltaTime) => { proximitySensor.Detect(OnProximityDetect); }); proximityRun.Start(); State = DoorState.Closed; lastState = State; // Left Door openPosition = new Vector3(-MoveDistance, 0f, 0f); closedPosition = new Vector3(0f, 0f, 0f); foreach (var room in PositiveDisableObjects) { room.Doors.Add(this); } foreach (var room in NegativeDisableObjects) { room.Doors.Add(this); } HideShowDoor(); Initialize(); }
private void Awake() { killable = GetComponent<Killable>(); killable.OnDamage += OnDamage; killable.OnDie += OnDie; playerController = GetComponent<CharacterController>(); meshAnimator = GetComponent<Animator>(); meshAnimator.speed = 1.5f; inventory = new PlayerInventory(); inventory.MaxAmmunition.Add(AmmunitionType.Bullets, 128); inventory.MaxAmmunition.Add(AmmunitionType.Shells, 40); inventory.MaxAmmunition.Add(AmmunitionType.Cells, 160); inventory.MaxAmmunition.Add(AmmunitionType.Grenades, 12); inventory.MaxAmmunition.Add(AmmunitionType.ProximityMines, 10); inventory.MaxAmmunition.Add(AmmunitionType.Rockets, 8); inventory.CollectedItems.Add(new Attachment { Name = "Silencer", Type = AttachmentType.Muzzle, NoiseModifier = -20f, Prefab = "WeaponAttachment/Inspect/InspectSilencer" }); //inventory.CollectedItems.Add(new Attachment {Name = "Iron Sight", Type = AttachmentType.Scope}); inventory.CollectedItems.Add(new Attachment { Name = "Extended Mag", Type = AttachmentType.Magazine, ClipSizeModifier = 4, Prefab = "WeaponAttachment/Inspect/InspectExtendedMagazine" }); weaponInstances = new List<Gun>(); if (InitialGun != null) { inventory.Ammunition[InitialGun.AmmunitionType] = InitialGunAmmunition; var primaryGun = InitializeWeapon(InitialGun); weaponInstances.Add(primaryGun); SelectWeapon(0); var loadAmount = GetReloadAmount(); inventory.Ammunition[InitialGun.AmmunitionType] -= loadAmount; primaryGun.SetClipRemaining(loadAmount); inventory.Weapons.Add(primaryGun); } isEnabled = true; current = this; runNoiseInterval = new Utility.IntervalRun(0.2f, (deltaTime) => { World.SoundAt(transform.position, StepNoise); }); runNoiseInterval.Start(); UniversePosition = transform.position; World.AddShiftable(this); }