void Start() { //set up object and component references playerObj = Camera.main.transform.GetComponent <CameraControl>().playerObj; myTransform = transform;//store this object's transform for optimization playerObjTransform = playerObj.transform; mainCameraTransform = Camera.main.transform; FPSPlayerComponent = playerObj.GetComponent <FPSPlayer>(); weaponObj = FPSPlayerComponent.weaponObj; MouseLookComponent = transform.parent.transform.GetComponent <SmoothMouseLook>(); GunSwayComponent = weaponObj.GetComponent <GunSway>(); FPSWalkerComponent = playerObj.GetComponent <FPSRigidBodyWalker>(); VisibleBodyComponent = FPSWalkerComponent.VisibleBody.GetComponent <VisibleBody>(); IronsightsComponent = playerObj.GetComponent <Ironsights>(); InputComponent = playerObj.GetComponent <InputControl>(); if (playerObj.GetComponent <WorldRecenter>()) { WorldRecenterComponent = playerObj.GetComponent <WorldRecenter>(); } AnimationComponent = GetComponent <Animation>(); offsetAmt = offset; currentDistance = 0f; zoomDistance = 0f; }
void Start() { //set up component references if (CinemaCameraObj) { CinemaCameraObj.SetActive(false); } CameraControlComponent = MainCameraObj.GetComponent <CameraControl>(); MouseLookComponent = FPSCameraObj.GetComponent <SmoothMouseLook>(); FPSPlayerComponent = FPSPlayerObj.GetComponent <FPSPlayer>(); FPSWalkerComponent = FPSPlayerObj.GetComponent <FPSRigidBodyWalker>(); PlayerWeaponsComponent = FPSWeaponsObj.GetComponent <PlayerWeapons>(); IronsightsComponent = FPSPlayerObj.GetComponent <Ironsights>(); VisibleBodyComponent = FPSWalkerComponent.VisibleBody.GetComponent <VisibleBody>(); if (!FPSPlayerComponent.crosshairEnabled) { noCrosshair = true; //don't reactivate crosshair if it wasn't active to start } }