protected override void Start() { shooterManager = GetComponent <vShooterManager>(); base.Start(); if (GameController.Instance.IsMultyPlayer()) { if (!isLocalPlayer) { Destroy(this); return; } } leftHand = animator.GetBoneTransform(HumanBodyBones.LeftHand); rightHand = animator.GetBoneTransform(HumanBodyBones.RightHand); leftUpperArm = animator.GetBoneTransform(HumanBodyBones.LeftUpperArm); rightUpperArm = animator.GetBoneTransform(HumanBodyBones.RightUpperArm); onlyArmsLayer = animator.GetLayerIndex("OnlyArms"); aimAngleReference = new GameObject("aimAngleReference"); aimAngleReference.transform.rotation = transform.rotation; var chest = animator.GetBoneTransform(HumanBodyBones.Chest); aimAngleReference.transform.SetParent(chest); aimAngleReference.transform.localPosition = Vector3.zero; headTrack = GetComponent <vHeadTrack>(); if (!controlAimCanvas) { Debug.LogWarning("Missing the AimCanvas, drag and drop the prefab to this scene in order to Aim", gameObject); } }
public override void OnInspectorGUI() { vShooterManager manager = (vShooterManager)this.target; base.OnInspectorGUI(); var color = GUI.color; if (Application.isPlaying && manager.tpCamera) { GUI.color = Color.red; EditorGUILayout.BeginVertical(skin.box); GUI.color = color; EditorGUILayout.HelpBox("Playmode Debug - Equip a weapon first", MessageType.Info); EditorGUILayout.Space(); if (GUILayout.Button(manager.tpCamera.lockCamera ? "Unlock Camera" : "Lock Camera", EditorStyles.toolbarButton)) { manager.tpCamera.lockCamera = !manager.tpCamera.lockCamera; } EditorGUILayout.Space(); if (GUILayout.Button(manager.alwaysAiming ? "Unlock Aiming" : "Lock Aiming", EditorStyles.toolbarButton)) { manager.alwaysAiming = !manager.alwaysAiming; } EditorGUILayout.Space(); if (GUILayout.Button(manager.showCheckAimGizmos ? "Hide Aim Gizmos" : "Show Aim Gizmos", EditorStyles.toolbarButton)) { manager.showCheckAimGizmos = !manager.showCheckAimGizmos; } EditorGUILayout.EndVertical(); } GUI.color = color; }
public void CreateNewIKAdjustList(vShooterManager targetShooterManager) { vWeaponIKAdjustList ikAdjust = ScriptableObject.CreateInstance <vWeaponIKAdjustList>(); AssetDatabase.CreateAsset(ikAdjust, "Assets/" + manager.gameObject.name + "@IKAdjustList.asset"); targetShooterManager.weaponIKAdjustList = ikAdjust; AssetDatabase.SaveAssets(); }
protected override void AdditionalGUI() { if (!manager) { manager = (vShooterManager)this.target; } var color = GUI.color; if (toolbars[selectedToolBar].title.Equals("IK Adjust")) { if (!Application.isPlaying && GUILayout.Button("Create New IK Adjust List")) { CreateNewIKAdjustList(manager); } if (manager.weaponIKAdjustList != null && GUILayout.Button("Edit IK Adjust List")) { vShooterIKAdjustWindow.InitEditorWindow(); } } if (Application.isPlaying) { if (manager.tpCamera) { GUI.color = Color.red; GUI.color = color; GUI.enabled = vShooterIKAdjustWindow.curWindow == null; GUI.enabled = true; EditorGUILayout.Space(); if (GUILayout.Button(manager.showCheckAimGizmos ? "Hide Aim Gizmos" : "Show Aim Gizmos", EditorStyles.toolbarButton)) { manager.showCheckAimGizmos = !manager.showCheckAimGizmos; } } } GUI.color = color; }
// Start is vChangeWeapon before the first frame update void Start() { WeaponController = GetComponent <Invector.vShooter.vShooterManager>(); //GetComponent<Invector.vCharacterController.TopDownShooter.vTopDownShooterInput>().enabled = false; //GetComponent<Invector.vCharacterController.TopDownShooter.vTopDownController>().enabled = false; }