private void Start() { playerMotor = GetComponent <PlayerMotor>(); controller = GetComponent <CharacterController>(); headBobber = GetComponent <HeadBobber>(); mainCamera = GameManager.Instance.MainCamera; crouchChangeDistance = (standHeight - crouchHeight) / 2f; //rideChangeDistance = (rideHeight - standHeight) / 2f - eyeHeight; camCrouchLevel = crouchHeight / 2f; camStandLevel = standHeight / 2f; camRideLevel = rideHeight / 2f - eyeHeight; // Use event to set whether player is crouched on load SaveLoadManager.OnStartLoad += SaveLoadManager_OnStartLoad; }
private void Start() { playerMotor = GetComponent <PlayerMotor>(); controller = GetComponent <CharacterController>(); headBobber = GetComponent <HeadBobber>(); mainCamera = GameManager.Instance.MainCamera; levitateMotor = GetComponent <LevitateMotor>(); camSwimLevel = controllerSwimHeight / 2f; camCrouchLevel = controllerCrouchHeight / 2f; camStandLevel = controllerStandHeight / 2f; camRideLevel = controllerRideHeight / 2f - eyeHeight; camSwimToCrouchDist = (controllerCrouchHeight - controllerSwimHeight) / 2f; camCrouchToStandDist = (controllerStandHeight - controllerCrouchHeight) / 2f; camStandToRideDist = (controllerRideHeight - controllerStandHeight) / 2f; // Use event to set whether player is crouched on load SaveLoadManager.OnStartLoad += SaveLoadManager_OnStartLoad; }
private void Start() { playerMotor = GetComponent <PlayerMotor>(); controller = GetComponent <CharacterController>(); headBobber = GetComponent <HeadBobber>(); mainCamera = GameManager.Instance.MainCamera; rideHeight = playerMotor.ridingHeight; standHeight = playerMotor.standingHeight; crouchHeight = playerMotor.crouchingHeight; eyeHeight = playerMotor.eyeHeight; crouchChangeDistance = (standHeight - crouchHeight) / 2f; rideChangeDistance = (rideHeight - standHeight) / 2f - eyeHeight; // local positions for camera at each height level // TODO: Make sure assumption isn't wrong that camera begins at correct standing position height camStandLevel = mainCamera.transform.localPosition.y; //With the assumption that the camera begins at correct standing position height camCrouchLevel = camStandLevel - crouchChangeDistance; //we want the camera to lower the same amount as the character camRideLevel = camStandLevel + rideChangeDistance; }