void Start() { fxAudioSource = GetComponent <AudioSource>(); if (gameObject.CompareTag("Player")) { DontDestroyOnLoad(gameObject); playerCont = GetComponent <UnityStandardAssets.Characters.FirstPerson.FirstPersonController>(); charControl = GetComponent <CharacterController>(); UpdateJumpSpeed(); if (fist == null) { fist = GetComponentInChildren <Weapon>().gameObject; } weapons.Add(fist); activeWeapon = fist; InventoryManager.InspectionHolder = inspectionHolder; } GetCharAnimator(); if (charAnimator != null) { charAnimator.runtimeAnimatorController = NPCManager.Instance.basicController; } InitBC(GameManager.CurrentScene); }
protected override void comeco() { if (pontP == null) { print(gameObject.name + "não apresenta script ponteiro"); } else if (pontG == null) { print(gameObject.name + "não apresenta script ponteiro"); } //colocando valores iniciais tempo = 0; tempoAtivo = tempoAtivoMax / 2; //horaAtual = (int)tempoDeJogo/60 -1; plaFpc = pla.GetComponent <UnityStandardAssets.Characters.FirstPerson.FirstPersonController>(); pontP.comeco(GetComponent <Relogio>(), tempoDeJogo / 6); pontG.comeco(GetComponent <Relogio>(), tempoDeJogo / (6 * 12)); //colocando os audios audioWinding = gameObject.AddComponent(typeof(AudioSource)) as AudioSource; audioTick = gameObject.AddComponent(typeof(AudioSource)) as AudioSource; audioTick.clip = tickClip; audioBatidaHora = gameObject.AddComponent(typeof(AudioSource)) as AudioSource; audioBatidaHora.clip = batidaClip; textInteragir = "Dar Corda"; audioTick.Play(); estatuaChorando = FindObjectOfType <cryingStatue>(); }
void Start() { timerText = GameObject.FindWithTag("hudTT").GetComponent <Text>(); killCounter = GameObject.FindWithTag("hudKC").GetComponent <Text>(); scoreText = GameObject.FindWithTag("hudSC").GetComponent <Text>(); sbKill = GameObject.FindWithTag("sbKC").GetComponent <Text>(); sbShots = GameObject.FindWithTag("sbBC").GetComponent <Text>(); sbTime = GameObject.FindWithTag("sbTT").GetComponent <Text>(); sbScore = GameObject.FindWithTag("sbSC").GetComponent <Text>(); sbShotPercentage = GameObject.FindWithTag("sbBP").GetComponent <Text>(); sbHighScore = GameObject.FindWithTag("sbHS").GetComponent <Text>(); pControl = GameObject.FindWithTag("pControl").GetComponent <UnityStandardAssets.Characters.FirstPerson.FirstPersonController>(); cControl = GameObject.FindWithTag("Player").GetComponent <CameraToggleController>(); wSwitch = GameObject.FindWithTag("wHolder").GetComponent <CS_WeaponSwitch>(); wSwitch2 = GameObject.FindWithTag("wHolder2").GetComponent <CS_WeaponSwitch>(); wCamera = GameObject.FindWithTag("wCamera"); hudUI = GameObject.FindWithTag("HUD"); newHS = GameObject.FindWithTag("newHS"); pRank = GameObject.FindWithTag("sbRank").GetComponent <Text>(); dManager = GameObject.FindWithTag("dManager").GetComponent <CS_DataManager>(); StartMission(); // timerLimit = timerLimit* Time.deltaTime; }
// Use this for initialization void Start() { myEvent = GetComponent <EventBase>(); controller = GameObject.FindGameObjectWithTag("Player").GetComponent <UnityStandardAssets.Characters.FirstPerson.FirstPersonController>(); controller.setSpeed(walkSpeed); myEvent.setComplete(); }
// Use this for initialization public Stamina() { JsonData root = SettingParser.Instance.SettingData; JsonData data = root["player"]["stamina"]; MAX_STAMINA = float.Parse(data["maxStamina"].ToString()); float percentage = float.Parse(data["penaltyLine(%)"].ToString()) * 0.01f; PENALTY_STAMINA = MAX_STAMINA * percentage; CONSUME_SPEED_OF_RUN = float.Parse(data["consumeSpeedOfRun"].ToString()); CONSUME_SPEED_OF_SLOW_WALK = float.Parse(data["consumeSpeedOfSlowWalk"].ToString()); RECOVERY_SPEED_OF_WALK = float.Parse(data["recoverySpeedOfWalk"].ToString()); RECOVERY_SPEED_OF_STOP = float.Parse(data["recoverySpeedOfStop"].ToString()); maxStaminaOfSpirit = MAX_STAMINA; currentStamina = maxStaminaOfSpirit; penalty = false; instructions = new InstructionStamina[(int)WALK_STATE.WALK_COUNT]; instructions[(int)WALK_STATE.STOP] = RecoverStaminaOfStop; instructions[(int)WALK_STATE.SLOW_WALK] = SpendStaminaOfSlowWalk; instructions[(int)WALK_STATE.WALK] = RecoverStaminaOfWalk; instructions[(int)WALK_STATE.RUN] = SpendStaminaOfRun; player = GameObject.FindGameObjectWithTag("Player") .GetComponent <UnityStandardAssets.Characters.FirstPerson.FirstPersonController>(); }
private void Start() { if (FPcontrol == null) { FPcontrol = FindObjectOfType <UnityStandardAssets.Characters.FirstPerson.FirstPersonController>(); } }
private void GameOver() { if (isGameOver() && lose) { fps = GameObject.FindGameObjectWithTag("Player").GetComponent <UnityStandardAssets.Characters.FirstPerson.FirstPersonController> (); fps.enabled = false; Cursor.lockState = CursorLockMode.None; Cursor.visible = true; gunScript.enabled = false; EndImage.gameObject.SetActive(true); restart.gameObject.SetActive(true); GameOverText.text = "Game Over"; scoreText.text = "Score : " + score; caseImage.enabled = false; timerText.enabled = false; enemyText.enabled = false; } else if (isGameOver() && win) { fps = GameObject.FindGameObjectWithTag("Player").GetComponent <UnityStandardAssets.Characters.FirstPerson.FirstPersonController> (); fps.enabled = false; Cursor.lockState = CursorLockMode.None; Cursor.visible = true; EndImage.gameObject.SetActive(true); restart.gameObject.SetActive(true); WinText.text = "Level Complete"; scoreText.text = "Score : " + score; caseImage.enabled = false; timerText.enabled = false; enemyText.enabled = false; } }
void OpenStart() { // print("Bob's your uncle"); if (startScreen == null) { startScreen = GameObject.FindGameObjectWithTag("StartScreen"); } if (canvas2 == null) { canvas2 = GameObject.FindGameObjectWithTag("Canvas2").GetComponent <Canvas>(); } // canvas2.renderMode = RenderMode.WorldSpace; //canvas2.worldCamera = Camera.main; //canvas2.renderMode = RenderMode.ScreenSpaceCamera; startScreen.SetActive(true); if (!startScreenActive) { startScreenActive = true; } //fpscontroller = GameObject.FindGameObjectWithTag("Player").GetComponent<UnityStandardAssets.Characters.FirstPerson.FirstPersonController>(); //fpscontroller.enabled = false; //GameObject.Find("EventSystem").GetComponent<EventSystem>().SetSelectedGameObject(GameObject.Find("ResumeGameButton"), null); fpscontroller = GameObject.FindGameObjectWithTag("Player").GetComponent <UnityStandardAssets.Characters.FirstPerson.FirstPersonController>(); fpscontroller.enabled = false; Cursor.lockState = CursorLockMode.Confined; Cursor.lockState = CursorLockMode.None; Cursor.lockState = CursorLockMode.Confined; Cursor.visible = true; pauseScript.MenuOn(); }
private void Start() { playerAudio = GetComponent <AudioSource>(); playerMovement = GetComponent <UnityStandardAssets.Characters.FirstPerson.FirstPersonController>(); currentHealth = startingHealth; healthSlider.value = startingHealth; }
void Bend(Vector3 dir) { Vector3 distance = bone5.transform.position - dir; float strength = Mathf.Max(0, sensitivity - distance.magnitude * 5 * sensitivity); if (sinkScript.IsWaterRunning() && !sinkScript.IsFree()) { Debug.Log(distance.magnitude); Quaternion inv = Quaternion.Inverse(transform.rotation); Vector3 distRel = inv * distance; if (distRel.x > 0) { strength *= -1; } bone1.localEulerAngles = new Vector3(0, 0, strength); bone2.localEulerAngles = new Vector3(0, 0, strength); bone3.localEulerAngles = new Vector3(0, 0, strength); bone4.localEulerAngles = new Vector3(0, 0, strength); bone5.localEulerAngles = new Vector3(0, 0, strength); } else { sinkScript.CheckOpen(distance.magnitude < 0.05f); if (sinkScript.IsWaterRunning()) { GameObject player = GameObject.FindWithTag("Player"); UnityStandardAssets.Characters.FirstPerson.FirstPersonController fpc = player.GetComponent <UnityStandardAssets.Characters.FirstPerson.FirstPersonController>(); fpc.m_WalkSpeed = oldw; fpc.m_RunSpeed = oldr; Destroy(gameObject); } } }
// Use this for initialization void Start() { movementScript = this.gameObject.GetComponent <UnityStandardAssets.Characters.FirstPerson.FirstPersonController>(); soundSphere.radius = standardSize; camera = GameObject.FindGameObjectWithTag(Tags.MainCamera).GetComponent <Camera>(); fireRateTimer = 0; }
void Start() { _cannie = GameObject.Find("Canvas"); _powerUp = Random.Range(0, 3); _body = this.GetComponent <Rigidbody>(); _fpc = this.GetComponent <UnityStandardAssets.Characters.FirstPerson.FirstPersonController>(); //random power up selection; //_powerUp = Random.Range(1,2); _endMesh = /*MANAGER.CityManager.Instance.endPoint*/ null; switch (_powerUp) { case 0: _cannie.transform.GetChild(1).gameObject.SetActive(true); _cannie.transform.GetChild(2).gameObject.SetActive(false); _cannie.transform.GetChild(3).gameObject.SetActive(false); break; case 1: _cannie.transform.GetChild(1).gameObject.SetActive(false); _cannie.transform.GetChild(2).gameObject.SetActive(true); _cannie.transform.GetChild(3).gameObject.SetActive(false); _ammoCount = _cannie.transform.GetChild(2).GetChild(0).GetComponent <Text>(); _ammoCount.text = "Ammo: " + _ammo; break; case 2: _cannie.transform.GetChild(1).gameObject.SetActive(false); _cannie.transform.GetChild(2).gameObject.SetActive(false); _cannie.transform.GetChild(3).gameObject.SetActive(true); _invisibleCanvasValue = _cannie.transform.GetChild(3).GetChild(0).GetComponent <Slider>(); _invisibleCanvasValue.maxValue = _invisibleTime; break; } }
// Use this for initialization void Start() { ponds = GameObject.FindGameObjectsWithTag("Pond"); if (ItemInventory.hasSnorkel) { colls = gameObject.GetComponentsInChildren <Collider>(); foreach (Collider col in colls) { col.isTrigger = true; } } popup = GameObject.FindGameObjectWithTag("PopupManager").GetComponent <PopupManager>(); pondParticle = gameObject.transform.Find("PondParticle").gameObject; pondParticle.SetActive(false); teleportHasntRun = true; playerTransform = GameObject.FindGameObjectWithTag("Player").GetComponent <Transform>(); pondIndex = Random.Range(0, ponds.Length); otherPond = ponds[pondIndex]; if (Vector3.Distance(otherPond.transform.position, gameObject.transform.position) < 3) { checkPonds(); } fpscontroller = GameObject.FindGameObjectWithTag("Player").GetComponent <UnityStandardAssets.Characters.FirstPerson.FirstPersonController>(); }
// Update is called once per frame void FixedUpdate() { //Magic WalkSystem(); //Gravity and Clamp walkSpeed -= Time.fixedDeltaTime * gravityFactor; walkSpeed = Mathf.Clamp(walkSpeed, 0, 1); //Time states control IncreaseCurrentDeltaTime(); //Ad Current State to array AddToArrayStates(); //TODO: Parche animator. if (anim != null) { anim.SetFloat("Speed", walkSpeed); } //TODO: PArche FPS! UnityStandardAssets.Characters.FirstPerson.FirstPersonController fps = GetComponent <UnityStandardAssets.Characters.FirstPerson.FirstPersonController>(); if (fps != null) { fps.vertical = walkSpeed; } }
// Start is called before the first frame update void Start() { mazeMat = new int[size, size]; isRotate = false; prevSpeed = 0; controller = this.GetComponent <UnityStandardAssets.Characters.FirstPerson.FirstPersonController>(); }
void OnTriggerEnter(Collider other) { //m_Jump_Pad = true for jumppad GameObject go = GameObject.Find("FPSController"); UnityStandardAssets.Characters.FirstPerson.FirstPersonController FirstPersonController = go.GetComponent <UnityStandardAssets.Characters.FirstPerson.FirstPersonController>(); StartCoroutine(Jumppad()); IEnumerator Jumppad() { Debug.Log("Jumppad used"); //FirstPersonController.Padforce = force_pad; if (GameObject.Find("Morphball") != null) { GameObject go2 = GameObject.Find("Morphball"); morph = go2.GetComponent <Rigidbody>(); morph.AddForce(x, y, z, ForceMode.Impulse); } //FirstPersonController.m_Jump_Pad = true; yield return(new WaitForSeconds(1)); //FirstPersonController.m_Jump_Pad = false; } }
public void OnTriggerEnter(Collider other) { if (other.CompareTag("Player")) { if (!beenAsked) { fpscontroller = GameObject.FindGameObjectWithTag("Player").GetComponent <UnityStandardAssets.Characters.FirstPerson.FirstPersonController>(); fpscontroller.enabled = false; //Cursor.lockState = CursorLockMode.Confined; //Cursor.lockState = CursorLockMode.None; //Cursor.lockState = CursorLockMode.Confined; //Cursor.visible = true; RedDoorPanel.SetActive(true); //RedDoorPanel.transform.Find("OpenIt").GetComponent<Button>().onClick.AddListener(delegate { OpenRedDoor(); }); //RedDoorPanel.transform.Find("LeaveIt").GetComponent<Button>().onClick.AddListener(delegate { DontOpen(); }); if (!pausescript) { pausescript = GameObject.FindGameObjectWithTag("GamePauser").GetComponent <Pause>(); } pausescript.MenuOn(); if (LanguageChange.LangNum == 1) { RedDoorPanel.transform.Find("Text").GetComponent <Text>().text = "红门后面什么也没有。"; RedDoorPanel.transform.Find("LeaveIt").GetComponentInChildren <Text>().text = "选择不打开它"; RedDoorPanel.transform.Find("OpenIt").GetComponentInChildren <Text>().text = "打开红门"; } GameObject.Find("EventSystem").GetComponent <EventSystem>().SetSelectedGameObject(GameObject.Find("LeaveIt"), null); } } }
void OnTriggerEnter(Collider other) { if (other.gameObject.tag == "Player") { CharacterController controller = other.gameObject.GetComponent <CharacterController>(); UnityStandardAssets.Characters.FirstPerson.FirstPersonController player_script = (UnityStandardAssets.Characters.FirstPerson.FirstPersonController)other.gameObject.GetComponent("FirstPersonController"); if (controller != null) { controller.enabled = false; } other.gameObject.transform.position = teleport_to.transform.position; other.gameObject.transform.rotation = teleport_to.transform.rotation; if (controller != null) { controller.enabled = true; } if (player_script != null) { player_script.Reset(); } } }
// Use this for initialization void Start() { canControlShip = false; moveSpeed = 3f; controller = GetComponent <CharacterController>(); theBoat = FindObjectOfType <BoatMovement>(); fpsController = GetComponent <UnityStandardAssets.Characters.FirstPerson.FirstPersonController>(); }
private void Start() { inventory = Inventory.instance; inventory.onItemChangedCallBack += UpdateUI; slots = itemsPerent.GetComponentsInChildren <InventorySlot>(); firstPersonController = player.GetComponent <UnityStandardAssets.Characters.FirstPerson.FirstPersonController>(); }
// Use this for initialization protected virtual void Start() { //Damage += GameObject.Find("z@walk").GetComponent<EnemyBehaviour>().AddDamage; fpsController = GetComponentInParent<UnityStandardAssets.Characters.FirstPerson.FirstPersonController>(); defaultFieldOfView = fpsController.Camera.fieldOfView; crosshairPosition = new Rect((Screen.width - crosshairTexture.width) / 2, (Screen.height - crosshairTexture.height) / 2, crosshairTexture.width, crosshairTexture.height); }
//Called even before Start() void Awake() { _barHeight = Screen.height * 0.04f; _barWidth = _barHeight * 10.0f; _characterController = GetComponent<CharacterController>(); _firstPersonController = gameObject.GetComponent<UnityStandardAssets.Characters.FirstPerson.FirstPersonController>(); _lastPosition = transform.position; }
void Awake() { barHeight = Screen.height * 0.02f; barWidth = barHeight * 10.0f; characterController = GetComponent<CharacterController>(); fpsController = GetComponent<UnityStandardAssets.Characters.FirstPerson.FirstPersonController>(); }
// Use this for initialization public void setUpReferences() { m_FirstPersonController = GetComponentInParent <UnityStandardAssets.Characters.FirstPerson.FirstPersonController>(); constructSphere(); m_MeleeAudio = GetComponent <AudioSource> (); m_PlayerMeleeOnTriggerEnter = m_Sphere.GetComponentInChildren <PlayerMeleeOnTriggerEnter> (); }
// Start is called before the first frame update void Start() { itemPanel.SetActive(false); fpController = player.GetComponent <UnityStandardAssets.Characters.FirstPerson.FirstPersonController>(); fpController.enabled = true; listOfItems.Add(item[0]); listOfItems.Add(item[1]); }
private void OnTriggerEnter(Collider other) { //Debug.Log("Entered" + other.gameObject.layer); if (other.gameObject.layer == 10) { controller = other.gameObject.GetComponent <UnityStandardAssets.Characters.FirstPerson.FirstPersonController>(); Invoke("Play", delay); } }
// Use this for initialization void Start() { normalColor = new Color(0.89f, 0.93f, 1f, 0.5f); underwaterColor = new Color(0, 0.4f, 0.7f, 0.6f); rb = GetComponent <Rigidbody>(); cf = GetComponent <ConstantForce>(); fpc = GetComponent <UnityStandardAssets.Characters.FirstPerson.FirstPersonController>(); }
public void Interact(GameObject item, GameObject Player) { GenericResponse(); if (item == null) { if (fpsController == null) { fpsController = Player.GetComponent <UnityStandardAssets.Characters.FirstPerson.FirstPersonController>(); } fpsController.enabled = false; Cursor.visible = true; Cursor.lockState = CursorLockMode.None; if (liveQuest[0]) { CompleteQuest(); } Cursor.visible = true; ran1 = Random.Range(0, options1s.Length); ran2 = Random.Range(0, options2s.Length); ran3 = Random.Range(0, options3s.Length); options1.GetComponentInChildren <Text>().text = options1s[ran1]; options2.GetComponentInChildren <Text>().text = options2s[ran2]; options3.GetComponentInChildren <Text>().text = options3s[ran3]; options1.gameObject.SetActive(true); options2.gameObject.SetActive(true); options3.gameObject.SetActive(true); } else if (item.GetComponent <ItemScript>().Food == "Banana") { AddLove(2); if (liveQuest[1]) { CompleteQuest(); } } else if (item.GetComponent <ItemScript>().Food == "Coconut") { AddLove(4); if (liveQuest[2]) { CompleteQuest(); } } else if (item.GetComponent <ItemScript>().Food == "Fish") { AddLove(8); if (liveQuest[3]) { CompleteQuest(); } } else { GenericResponse(); } }
// Start is called before the first frame update void Start() { canvasAnim = GetComponent <Animator>(); LevelTransition.OnLevelEnd += LevelTransition_OnLevelEnd; player = FindObjectOfType <UnityStandardAssets.Characters.FirstPerson.FirstPersonController>(); player.OnSprint += Player_OnSprint; InteractiveObject.OnUseText += InteractiveObject_OnUseText; Weapon.OnWeaponSwitch += Weapon_OnWeaponSwitch; canvasAnim.SetTrigger("Start"); }
public void StartMaze() { uiManager.PregameUIOff(); startingCamera.gameObject.SetActive(false); uiManager.ControlsUIOff(); playerInstance = Instantiate(playerPrefab) as UnityStandardAssets.Characters.FirstPerson.FirstPersonController; uiManager.GameUIOn(); timer.StartTime(); gameActive = true; }
void Awake() { barHeight = Screen.height * 0.02f; barWidth = barHeight * 10.0f; chCont = GetComponent <CharacterController>(); fpsC = gameObject.GetComponent <UnityStandardAssets.Characters.FirstPerson.FirstPersonController>(); lastPosition = transform.position; }
// Use this for initialization void Start() { for (int i = 0; i < transform.childCount; i++) { books.Add(transform.GetChild(i).gameObject); //Debug.Log(books[i]); } fc = GameObject.Find("FPSController").GetComponent <UnityStandardAssets.Characters.FirstPerson.FirstPersonController>(); }
private bool m_Damaged; // True when the player gets m_Damaged. void Awake() { // Setting up the references. // anim = GetComponent <Animator> (); m_PlayerAudio = GetComponent <AudioSource> (); m_PlayerMovement = GetComponent <UnityStandardAssets.Characters.FirstPerson.FirstPersonController> (); // Set the initial health of the player. m_CurrentHealth = m_StartingHealth; }
void Awake() { if (Instance == null) { DontDestroyOnLoad(gameObject); Instance = this; } else if (Instance != this) { Destroy(gameObject); } fps = GameObject.FindObjectOfType<FirstPersonController>(); fpsTransform = GameObject.Find("FPSController").transform; }
/// <param name="manager">The NetworkManager</param> /// <param name="lobbyPlayer">the lobbyPlayer that gives out values to NetworkCharacterInfo</param> /// <param name="gameplayer">Makes Ourplayer the same as the selected gamePlayer</param> public override void OnLobbyServerSceneLoadedForPlayer(NetworkManager manager, GameObject lobbyPlayer, GameObject gamePlayer) { LobbyPlayer lobby = lobbyPlayer.GetComponent<LobbyPlayer>(); if (gamePlayer.GetComponent<NetworkCharacterInfo>()) { OurPlayer = gamePlayer; MouseLocking = OurPlayer.GetComponent<UnityStandardAssets.Characters.FirstPerson.FirstPersonController>(); NetworkCharacterInfo characterInfo = gamePlayer.GetComponent<NetworkCharacterInfo>(); characterInfo.playerName = lobby.name; characterInfo.name = characterInfo.playerName; characterInfo.checkingTexture = lobby.playersTexture; characterInfo.color = lobby.playerColor; characterInfo.teamNumber = (lobby.setTeamNumber + 1); characterInfo.gameObject.GetComponent<NetworkCharacterInfo>().teamNumber = (lobby.setTeamNumber + 1); isinLevel = true; } }
// Use this for initialization void Start() { _char = GetComponent<CharacterController>(); _controller = GetComponent<UnityStandardAssets.Characters.FirstPerson.FirstPersonController>(); }
void Awake() { fpsController = (FirstPersonController)gameObject.GetComponent(typeof(FirstPersonController)); menuState = MenuStates.Game; }
void Awake() { playerAudio = GetComponent<AudioSource>(); firstPersonController = GetComponent<UnityStandardAssets.Characters.FirstPerson.FirstPersonController>(); currentHealth = startingHealt; }
private void Awake() { Functions.Initialize(); firstPersonCamera = IsDoom ? GameObject.Find("Fisheye view camera").GetComponent<Camera>() : this.GetComponent<Camera>(); //ICCameras = GameObject.Find("Imersive"); firstPersonCamera.enabled = true; mainCamera = GameObject.Find("Main Camera").GetComponent<Camera>(); textures = new List<Texture2D>(); string path = "Textures"; var files = Directory.GetFiles(path); foreach (var f in files) { textures.Add(LoadTexture(f)); } int.TryParse(extensionStartStr, out extensionStart); int.TryParse(extensionThresholdStr, out extensionThreshold); var material = baseGround.GetComponent<MeshRenderer>().sharedMaterial; material.mainTexture = null; controller = this.GetComponentInParent<FirstPersonController>(); PolygonManager = GameObject.FindObjectOfType<PolygonManager>(); PlayerState = GameObject.Find("PlayerState").GetComponent<TextMesh>(); FishEyeCamera = GameObject.Find("Fisheye view camera"); cameraPos = FishEyeCamera.transform.position; audioSource = this.GetComponentInParent<AudioSource>(); }
void Start(){ manager = GetComponent<AbilityManager>(); controller = GetComponent<FirstPersonController>(); player = Player.Instance; }
void Start() { fxAudioSource = GetComponent<AudioSource>(); if(gameObject.CompareTag("Player")){ DontDestroyOnLoad(gameObject); playerCont = GetComponent<UnityStandardAssets.Characters.FirstPerson.FirstPersonController>(); charControl = GetComponent<CharacterController>(); UpdateJumpSpeed(); if(fist == null) fist = GetComponentInChildren<Weapon>().gameObject; weapons.Add(fist); activeWeapon = fist; InventoryManager.InspectionHolder = inspectionHolder; } GetCharAnimator(); if(charAnimator != null) charAnimator.runtimeAnimatorController = NPCManager.Instance.basicController; InitBC(GameManager.CurrentScene); }
public void Climb(bool climb) { _isClimbing = climb; if(playerCont == null) playerCont = GetComponent<UnityStandardAssets.Characters.FirstPerson.FirstPersonController>(); if(playerCont != null) playerCont.Climb(_isClimbing); }
// Use this for initialization private void Start() { timeAlive = Time.time; text = GameObject.FindGameObjectWithTag ("Score").GetComponent<Text> () as Text; player = GameObject.FindGameObjectWithTag ("Player").GetComponent<FirstPersonController> (); }
void Start() { int x = 0; for (int i = 0; i < numberOfEnemyObjects; i++) { Vector3 pos = new Vector3(transform.position.x-25 + x, transform.position.y-5, transform.position.z +1); GameObject c = (GameObject) Instantiate(enemyPrefab,pos,Quaternion.identity); //c.transform.parent = transform; // c.transform.position = pos; x = x + 2; } int y = 1; for (int j = 0; j < numberOfPlayerObjects; j++) { Vector3 pos = new Vector3(transform.position.x-25 + y, transform.position.y-5, transform.position.z+1); GameObject c = (GameObject) Instantiate(playerPrefab, pos, Quaternion.identity); //c.transform.parent = transform; //c.transform.position=new Vector3(0 + x, 0, 1); y = y + 2; } playerCubes = GameObject.FindGameObjectsWithTag("playerCubes"); enemyCubes = GameObject.FindGameObjectsWithTag("enemyCubes"); controller = GameObject.FindObjectOfType<FirstPersonController>(); var test = GameObject.Find("Enemy"); var test1 = GameObject.Find("Enemy2"); enemy1 = test.GetComponent<EnemyAI>(); enemy2 = test1.GetComponent<EnemyAI>(); //enemy1 = GameObject.FindObjectOfType<EnemyAI> (); var sound = enemy1.GetComponent<AudioClip>(); //Debug.Log("SOUND:" + sound); for (int i = 0; i < 1023; i++) { int test12434 = Random.Range(1, 100); float num = (float)test12434 / 100; // Debug.Log(num); spectest[i, 0] = num; } // Debug.Log("test" + spectest[555, 0]); for (int i = 0; i < enemyCubes.Length; i++) { Vector3 prev = enemyCubes[i].transform.localScale; prev.y = 0.0f; enemyCubes[i].transform.localScale = prev; } for (int i = 0; i < playerCubes.Length; i++) { Vector3 prev = playerCubes[i].transform.localScale; prev.y = 0.0f; playerCubes[i].transform.localScale = prev; } }
// Use this for initialization private void Start() { m_CharacterController = GetComponent<CharacterController>(); m_Camera = Camera.main; m_OriginalCameraPosition = m_Camera.transform.localPosition; m_FovKick.Setup(m_Camera); m_HeadBob.Setup(m_Camera, m_StepInterval); m_StepCycle = 0f; m_NextStep = m_StepCycle/2f; m_Jumping = false; m_AudioSource = GetComponent<AudioSource>(); m_MouseLook.Init(transform , m_Camera.transform); Instance = this; }
// Use this for initialization void Start() { fps = GetComponent<UnityStandardAssets.Characters.FirstPerson.FirstPersonController>(); locks = new List<Object>(); motor = GetComponent("CharacterMotor") as MonoBehaviour; }