private void OnTriggerStay(Collider hit) { bool LevelManagerUIActive = false; if (hit.gameObject.tag == "Player") { if (Input.GetKeyDown("e")) { UnityStandardAssets.Characters.FirstPerson.MouseLook FPC = player.GetComponent <UnityStandardAssets.Characters.FirstPerson.FirstPersonController>().m_MouseLook; Debug.Log("e"); if (LevelManagerUIActive == false) { LevelManagerUIActive = true; HintUI.SetActive(false); MovementSwitch(); FPC.SetCursorLock(false); LevelManagerUI.SetActive(true); PlayerUI.SetActive(true); } else { LevelManagerUIActive = false; HintUI.SetActive(true); FPC.SetCursorLock(true); MovementSwitch(); LevelManagerUI.SetActive(false); PlayerUI.SetActive(true); } } } }
private void Start() { //Made public static reference to use state machine access instead, assigning a reference is no longer needed. //theMachine = FindObjectOfType<TheMachine>(); mLook = FindObjectOfType <UnityStandardAssets.Characters.FirstPerson.FirstPersonController>().m_MouseLook; rotators = Resources.FindObjectsOfTypeAll <GunRotation>(); TurnRotatorsOff(); }
// Use this for initialization void Start() { exludePlayerLevelMask = ~(1 << 10); m_Jumping = false; myBody = GetComponent <Rigidbody>(); myCamera = GameManager.Main.MainCamera; m_MouseLook = new UnityStandardAssets.Characters.FirstPerson.MouseLook(); m_MouseLook.Init(transform, GameManager.Main.MainCamera.transform); }
private void Start() { mouseLook = FPC.GetMouseLook(); }
// Use this for initialization void Start() { FPC = GetComponent <UnityStandardAssets.Characters.FirstPerson.FirstPersonController>(); mouseLook = FPC.GetMouseLook(); }
// Use this for initialization void Start () { rb = GetComponent<Rigidbody>(); cam = GetComponentInChildren<Camera>(); mouseLook = new UnityStandardAssets.Characters.FirstPerson.MouseLook(); mouseLook.Init(transform, cam.transform); }
private void Start() { look = player.GetComponent <UnityStandardAssets.Characters.FirstPerson.FirstPersonController>().m_MouseLook; playerController = player.GetComponent <CharacterController>(); }