private void Start() { playerMotor = GameManager.Instance.PlayerMotor; levitateMotor = GetComponent <LevitateMotor>(); CanRun = CanRunUnlessRiding; currentWalkSpeed = GetWalkSpeed(GameManager.Instance.PlayerEntity); currentRunSpeed = GetRunSpeed(); }
void Start() { player = GameManager.Instance.PlayerEntity; playerMotor = GetComponent <PlayerMotor>(); levitateMotor = GetComponent <LevitateMotor>(); controller = GetComponent <CharacterController>(); playerEnterExit = GetComponent <PlayerEnterExit>(); acrobatMotor = GetComponent <AcrobatMotor>(); }
void Start() { player = GameManager.Instance.PlayerEntity; playerMotor = GetComponent <PlayerMotor>(); groundMotor = GetComponent <PlayerGroundMotor>(); levitateMotor = GetComponent <LevitateMotor>(); controller = GetComponent <CharacterController>(); playerEnterExit = GetComponent <PlayerEnterExit>(); acrobatMotor = GetComponent <AcrobatMotor>(); speedChanger = GetComponent <PlayerSpeedChanger>(); stepDetector = GetComponent <PlayerStepDetector>(); }
void Start() { player = GameManager.Instance.PlayerEntity; playerMotor = GetComponent <PlayerMotor>(); //groundMotor = GetComponent<PlayerGroundMotor>(); levitateMotor = GetComponent <LevitateMotor>(); controller = GetComponent <CharacterController>(); playerEnterExit = GetComponent <PlayerEnterExit>(); acrobatMotor = GetComponent <AcrobatMotor>(); speedChanger = GetComponent <PlayerSpeedChanger>(); rappelMotor = GetComponent <RappelMotor>(); //hangingMotor = GetComponent<HangingMotor>(); moveScanner = GetComponent <PlayerMoveScanner>(); }
private void Start() { //player = GameManager.Instance.PlayerEntity; playerMotor = GetComponent <PlayerMotor>(); acrobatMotor = GetComponent <AcrobatMotor>(); levitateMotor = GetComponent <LevitateMotor>(); controller = GetComponent <CharacterController>(); speedChanger = GetComponent <PlayerSpeedChanger>(); groundMotor = GetComponent <PlayerGroundMotor>(); rappelMotor = GetComponent <RappelMotor>(); climbingMotor = GetComponent <ClimbingMotor>(); scanner = GetComponent <PlayerMoveScanner>(); //camTransform = GameManager.Instance.MainCamera.transform; }
void Start() { controller = GetComponent <CharacterController>(); speedChanger = GetComponent <PlayerSpeedChanger>(); myTransform = transform; speed = speedChanger.GetBaseSpeed(); jumpTimer = antiBunnyHopFactor; climbingMotor = GetComponent <ClimbingMotor>(); heightChanger = GetComponent <PlayerHeightChanger>(); levitateMotor = GetComponent <LevitateMotor>(); frictionMotor = GetComponent <FrictionMotor>(); // Allow for resetting specific player state on new game or when game starts loading SaveLoadManager.OnStartLoad += SaveLoadManager_OnStartLoad; StartGameBehaviour.OnNewGame += StartGameBehaviour_OnNewGame; }
void Start() { controller = GetComponent <CharacterController>(); speedChanger = GetComponent <PlayerSpeedChanger>(); speed = speedChanger.GetBaseSpeed(); groundMotor = GetComponent <PlayerGroundMotor>(); climbingMotor = GetComponent <ClimbingMotor>(); heightChanger = GetComponent <PlayerHeightChanger>(); levitateMotor = GetComponent <LevitateMotor>(); frictionMotor = GetComponent <FrictionMotor>(); acrobatMotor = GetComponent <AcrobatMotor>(); // Allow for resetting specific player state on new game or when game starts loading SaveLoadManager.OnStartLoad += SaveLoadManager_OnStartLoad; StartGameBehaviour.OnNewGame += StartGameBehaviour_OnNewGame; }
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 = GameManager.Instance.PlayerMotor; levitateMotor = GetComponent <LevitateMotor>(); CanRun = CanRunUnlessRiding; }
void Start() { playerMotor = GetComponent <PlayerMotor>(); levitateMotor = GetComponent <LevitateMotor>(); controller = GetComponent <CharacterController>(); }
private void Start() { playerMotor = GameManager.Instance.PlayerMotor; levitateMotor = GetComponent <LevitateMotor>(); }
void Start() { // Wire event for when player enters a new location PlayerGPS.OnEnterLocationRect += PlayerGPS_OnEnterLocationRect; levitateMotor = GetComponent <LevitateMotor>(); }