示例#1
0
    /// <summary>
    ///
    /// </summary>
    void Start()
    {
        m_Demo = new vp_FPSDemoManager(Player);

        m_Demo.PlayerEventHandler.Register(this);

        m_Demo.CurrentFullScreenFadeTime = Time.time;
        m_Demo.DrawCrosshair             = false;

        m_Demo.Input.MouseCursorZones    = new Rect[3];
        m_Demo.Input.MouseCursorZones[0] = new Rect((Screen.width * 0.5f) - 370, 40, 80, 80);
        m_Demo.Input.MouseCursorZones[1] = new Rect((Screen.width * 0.5f) + 290, 40, 80, 80);
        m_Demo.Input.MouseCursorZones[2] = new Rect(0, 0, 150, Screen.height);
        Screen.lockCursor = false;

        m_Demo.Camera.RenderingFieldOfView = 20;
        m_Demo.Camera.SnapZoom();
        m_Demo.Camera.PositionOffset = new Vector3(0, 1.75f, 0.1f);

        // add an audio source to the camera, for playing various demo sounds
        m_AudioSource = (AudioSource)m_Demo.Camera.gameObject.AddComponent <AudioSource>();

        // prevent regular event handler weapon switching events
        m_Demo.PlayerEventHandler.SetWeapon.Disallow(10000000);
        m_Demo.PlayerEventHandler.SetPrevWeapon.Try = delegate() { return(false); };
        m_Demo.PlayerEventHandler.SetNextWeapon.Try = delegate() { return(false); };
    }
示例#2
0
    /// <summary>
    ///
    /// </summary>
    void Start()
    {
        m_FPSCamera = (vp_FPCamera)Component.FindObjectOfType(typeof(vp_FPCamera));

        m_Demo = new vp_FPSDemoManager(Player);
        m_Demo.CurrentFullScreenFadeTime = Time.time;
        m_Demo.DrawCrosshair             = false;

        m_Demo.Input.MouseCursorZones    = new Rect[3];
        m_Demo.Input.MouseCursorZones[0] = new Rect((Screen.width * 0.5f) - 370, 40, 80, 80);
        m_Demo.Input.MouseCursorZones[1] = new Rect((Screen.width * 0.5f) + 290, 40, 80, 80);
        m_Demo.Input.MouseCursorZones[2] = new Rect(0, 0, 150, Screen.height);
        Screen.lockCursor = false;

        m_LookPoints[1] = new Vector3(129.3f, 122, -186);
        m_LookPoints[2] = new Vector3(129.3f, 85, -186);
        m_LookPoints[3] = new Vector3(147, 85, -186);
        m_LookPoints[4] = new Vector3(12, 85, -214);
        m_LookPoints[5] = new Vector3(129, 122, -118);
        m_LookPoints[6] = new Vector3(125.175f, 106.1071f, -97.58212f);
        m_LookPoints[7] = new Vector3(119.6f, 104.2f, -89.1f);
        m_LookPoints[8] = new Vector3(129, 112, -150);


        // prevent regular event handler weapon switching events
        m_Demo.PlayerEventHandler.SetWeapon.Disallow(10000000);
        m_Demo.PlayerEventHandler.SetPrevWeapon.Try = delegate() { return(false); };
        m_Demo.PlayerEventHandler.SetNextWeapon.Try = delegate() { return(false); };

        // manually register our fallimpact method with the player event handler
        // NOTE: this is not the typical event handler workflow. see the manual
        // event handler chapter for more info
        m_Demo.PlayerEventHandler.FallImpact.Register(this, "FallImpact", 0);
    }
示例#3
0
    ///////////////////////////////////////////////////////////
    //
    ///////////////////////////////////////////////////////////
    void Start()
    {
        m_Player            = (vp_FPSPlayer)PlayerGameObject.GetComponent(typeof(vp_FPSPlayer));
        Demo                = new vp_FPSDemoManager(m_Player);
        m_Player.LockCursor = false;

        m_Player.Camera.RenderingFieldOfView = 20;
        m_Player.Camera.SnapZoom();
        m_Player.Camera.PositionOffset = new Vector3(0, 1.75f, 0.1f);

        // add an audio source to the camera, for playing various demo sounds
        m_AudioSource = (AudioSource)m_Player.Camera.gameObject.AddComponent("AudioSource");
    }
示例#4
0
    /// <summary>
    ///
    /// </summary>
    void Start()
    {
        m_FPSCamera = (vp_FPCamera)Component.FindObjectOfType(typeof(vp_FPCamera));

        m_Demo = new vp_FPSDemoManager(PlayerGameObject);
        m_Demo.CurrentFullScreenFadeTime = Time.time;
        m_Demo.DrawCrosshair             = false;
        m_Demo.FadeGUIOnCursorLock       = false;

        m_Demo.Input.MouseCursorZones    = new Rect[2];
        m_Demo.Input.MouseCursorZones[0] = new Rect((Screen.width * 0.5f) - 370, 40, 80, 80);
        m_Demo.Input.MouseCursorZones[1] = new Rect((Screen.width * 0.5f) + 290, 40, 80, 80);
        Screen.lockCursor = false;
    }
示例#5
0
	/// <summary>
	/// 
	/// </summary>
	void Start()
	{

		m_FPSCamera = (vp_FPCamera)Component.FindObjectOfType(typeof(vp_FPCamera));

		m_Demo = new vp_FPSDemoManager(PlayerGameObject);
		m_Demo.CurrentFullScreenFadeTime = Time.time;
		m_Demo.DrawCrosshair = false;
		m_Demo.FadeGUIOnCursorLock = false;

		m_Demo.Input.MouseCursorZones = new Rect[2];
		m_Demo.Input.MouseCursorZones[0] = new Rect((Screen.width * 0.5f) - 370, 40, 80, 80);
		m_Demo.Input.MouseCursorZones[1] = new Rect((Screen.width * 0.5f) + 290, 40, 80, 80);
		Screen.lockCursor = false;
		
	}
示例#6
0
    /// <summary>
    ///
    /// </summary>
    void Start()
    {
        if (PlayerGameObject == null)
        {
            vp_Utility.Activate(gameObject, false);
            Debug.LogWarning("Warning (" + this + ") No player gameobject assigned. Disabling demo.");
            return;
        }

        m_FPSCamera = (vp_FPCamera)Component.FindObjectOfType(typeof(vp_FPCamera));

        m_Demo = new vp_FPSDemoManager(PlayerGameObject);
        m_Demo.CurrentFullScreenFadeTime = Time.time;
        m_Demo.DrawCrosshair             = false;
        m_Demo.FadeGUIOnCursorLock       = false;

        m_Demo.Input.MouseCursorZones    = new Rect[2];
        m_Demo.Input.MouseCursorZones[0] = new Rect((Screen.width * 0.5f) - 370, 40, 80, 80);
        m_Demo.Input.MouseCursorZones[1] = new Rect((Screen.width * 0.5f) + 290, 40, 80, 80);
        vp_Utility.LockCursor            = false;
    }
示例#7
0
	/// <summary>
	/// 
	/// </summary>
	void Start()
	{

		if (PlayerGameObject == null)
		{
			vp_Utility.Activate(gameObject, false);
			Debug.LogWarning("Warning (" + this + ") No player gameobject assigned. Disabling demo.");
			return;
		}

		m_FPSCamera = (vp_FPCamera)Component.FindObjectOfType(typeof(vp_FPCamera));

		m_Demo = new vp_FPSDemoManager(PlayerGameObject);
		m_Demo.CurrentFullScreenFadeTime = Time.time;
		m_Demo.DrawCrosshair = false;
		m_Demo.FadeGUIOnCursorLock = false;

		m_Demo.Input.MouseCursorZones = new Rect[2];
		m_Demo.Input.MouseCursorZones[0] = new Rect((Screen.width * 0.5f) - 370, 40, 80, 80);
		m_Demo.Input.MouseCursorZones[1] = new Rect((Screen.width * 0.5f) + 290, 40, 80, 80);
		vp_Utility.LockCursor = false;
		
	}
	/// <summary>
	/// 
	/// </summary>
	void Start()
	{

		if (Player == null)
		{
			vp_Utility.Activate(gameObject, false);
			Debug.LogWarning("Warning (" + this + ") No player gameobject assigned. Disabling demo.");
			return;
		}

		m_FPSCamera = (vp_FPCamera)Component.FindObjectOfType(typeof(vp_FPCamera));

		m_Demo = new vp_FPSDemoManager(Player);
		m_Demo.CurrentFullScreenFadeTime = Time.time;
		m_Demo.DrawCrosshair = false;

		m_Demo.Input.MouseCursorZones = new Rect[3];
		m_Demo.Input.MouseCursorZones[0] = new Rect((Screen.width * 0.5f) - 370, 40, 80, 80);
		m_Demo.Input.MouseCursorZones[1] = new Rect((Screen.width * 0.5f) + 290, 40, 80, 80);
		m_Demo.Input.MouseCursorZones[2] = new Rect(0, 0, 150, Screen.height);
		vp_Utility.LockCursor = false;

		m_LookPoints[1] = new Vector3(129.3f, 122, -186);
		m_LookPoints[2] = new Vector3(129.3f, 85, -186);
		m_LookPoints[3] = new Vector3(147, 85, -186);
		m_LookPoints[4] = new Vector3(12, 85, -214);
		m_LookPoints[5] = new Vector3(129, 122, -118);
		m_LookPoints[6] = new Vector3(125.175f, 106.1071f, -97.58212f);
		m_LookPoints[7] = new Vector3(119.6f, 104.2f, -89.1f);
		m_LookPoints[8] = new Vector3(129, 112, -150);


		// prevent regular event handler weapon switching events
		m_Demo.PlayerEventHandler.SetWeapon.Disallow(10000000);
		m_Demo.PlayerEventHandler.SetPrevWeapon.Try = delegate() { return false; };
		m_Demo.PlayerEventHandler.SetNextWeapon.Try = delegate() { return false; };

		// manually register our fallimpact method with the player event handler
		// NOTE: this is not the typical event handler workflow. see the manual
		// event handler chapter for more info
		m_Demo.PlayerEventHandler.FallImpact.Register(this, "FallImpact", 0);

	}
示例#9
0
 ///////////////////////////////////////////////////////////
 //
 ///////////////////////////////////////////////////////////
 void Start()
 {
     m_Player = (vp_FPSPlayer)PlayerGameObject.GetComponent(typeof(vp_FPSPlayer));
     m_Demo = new vp_FPSDemoManager(m_Player);
     m_Player.LockCursor = false;
 }
示例#10
0
    ///////////////////////////////////////////////////////////
    //
    ///////////////////////////////////////////////////////////
    void Start()
    {
        m_Player = (vp_FPSPlayer)PlayerGameObject.GetComponent(typeof(vp_FPSPlayer));
        Demo = new vp_FPSDemoManager(m_Player);
        m_Player.LockCursor = false;

        m_Player.Camera.RenderingFieldOfView = 20;
        m_Player.Camera.SnapZoom();
        m_Player.Camera.PositionOffset = new Vector3(0, 1.75f, 0.1f);

        // add an audio source to the camera, for playing various demo sounds
        m_AudioSource = (AudioSource)m_Player.Camera.gameObject.AddComponent<AudioSource>();
    }
示例#11
0
    /// <summary>
    /// 
    /// </summary>
    void Start()
    {
        m_Demo = new vp_FPSDemoManager(Player);

        m_Demo.PlayerEventHandler.Register(this);

        m_Demo.CurrentFullScreenFadeTime = Time.time;
        m_Demo.DrawCrosshair = false;

        m_Demo.Input.MouseCursorZones = new Rect[3];
        m_Demo.Input.MouseCursorZones[0] = new Rect((Screen.width * 0.5f) - 370, 40, 80, 80);
        m_Demo.Input.MouseCursorZones[1] = new Rect((Screen.width * 0.5f) + 290, 40, 80, 80);
        m_Demo.Input.MouseCursorZones[2] = new Rect(0, 0, 150, Screen.height);
        Screen.lockCursor = false;

        m_Demo.Camera.RenderingFieldOfView = 20;
        m_Demo.Camera.SnapZoom();
        m_Demo.Camera.PositionOffset = new Vector3(0, 1.75f, 0.1f);

        // add an audio source to the camera, for playing various demo sounds
        m_AudioSource = (AudioSource)m_Demo.Camera.gameObject.AddComponent("AudioSource");

        // prevent regular event handler weapon switching events
        m_Demo.PlayerEventHandler.SetWeapon.Disallow(10000000);
        m_Demo.PlayerEventHandler.SetPrevWeapon.Try = delegate() { return false; };
        m_Demo.PlayerEventHandler.SetNextWeapon.Try = delegate() { return false; };
    }
示例#12
0
 ///////////////////////////////////////////////////////////
 //
 ///////////////////////////////////////////////////////////
 void Start()
 {
     m_Player            = (vp_FPSPlayer)PlayerGameObject.GetComponent(typeof(vp_FPSPlayer));
     m_Demo              = new vp_FPSDemoManager(m_Player);
     m_Player.LockCursor = false;
 }