void Start() { // Grab references. thisObject = gameObject; textBox = GetComponentInChildren <ScrollingText>(); if (GameObject.FindGameObjectWithTag("Player") != null) { player = GameObject.FindGameObjectWithTag("Player").GetComponent <UnityStandardAssets.Characters.FirstPerson.RigidbodyFirstPersonController>(); } starterName = starterNameRef; nameBox = nameBoxRef; // Set initial values of sensitivity temps. if (player != null) { sensitivityXTemp = player.mouseLook.XSensitivity; sensitivityYTemp = player.mouseLook.YSensitivity; } // Disable to start with. FakeActive(gameObject, false); // prevents problem with OnEnable() calling Start() AFTER a trigger has been enabled if (currentlyEnabled) { FakeActive(gameObject, true); } }
void Start() { Player = GameObject.FindGameObjectWithTag("Player"); PlayerRigidbody = Player.GetComponent <Rigidbody>(); VelocityDetector = Player.GetComponent <VelocityDetection>(); RbdController = Player.GetComponent <UnityStandardAssets.Characters.FirstPerson.RigidbodyFirstPersonController>(); }
protected virtual void Start() { deadYet = false; audioSource = GetComponent <AudioSource>(); controller = GetComponent <UnityStandardAssets.Characters.FirstPerson.RigidbodyFirstPersonController>(); squashing = false; }
void Start() { PartsFound = new bool[4]; Movement = GetComponent <UnityStandardAssets.Characters.FirstPerson.RigidbodyFirstPersonController>(); anim = GetComponent <Animation>(); Root = transform.parent.gameObject; StartSpeed = Movement.movementSettings.ForwardSpeed; SetStats(); }
// Use this for initialization void Start() { rb = GetComponent <Rigidbody>(); rbController = GetComponent <UnityStandardAssets.Characters.FirstPerson.RigidbodyFirstPersonController>(); origin = transform.Find("LeashOrigin"); line = origin.GetComponent <LineRenderer>(); light = GetComponentInChildren <Light>(); audioSource = GetComponent <AudioSource>(); attached = false; }
void Start() { hookRb = GetComponent <Rigidbody> (); playerRb = GameObject.FindGameObjectWithTag("Player").GetComponent <Rigidbody> (); playerController = playerRb.GetComponent <UnityStandardAssets.Characters.FirstPerson.RigidbodyFirstPersonController> (); hookRb.collisionDetectionMode = CollisionDetectionMode.ContinuousDynamic; Invoke("Expire", lifetime); }
public override void DisableMounting(Vector3 Laspos) { base.DisableMounting(Laspos); UnityStandardAssets.Characters.FirstPerson.RigidbodyFirstPersonController RFPC = GetComponent <UnityStandardAssets.Characters.FirstPerson.RigidbodyFirstPersonController>(); if (RFPC) { RFPC.mouseLook.Init(HorseCntler.transform, HorseCntler.transform); } }
public override void EnableMounting() { base.EnableMounting(); transform.parent = HorseCntler.transform; transform.rotation = HorseCntler.transform.rotation; UnityStandardAssets.Characters.FirstPerson.RigidbodyFirstPersonController RFPC = GetComponent <UnityStandardAssets.Characters.FirstPerson.RigidbodyFirstPersonController>(); if (RFPC) { RFPC.mouseLook.Init(transform, transform); } }
//tell the script if the charcter has hit the target point when they are on the top of the ladder public void Start() { if (transform.GetComponent <UnityStandardAssets.Characters.FirstPerson.RigidbodyFirstPersonController> ()) { controller = transform.GetComponent <UnityStandardAssets.Characters.FirstPerson.RigidbodyFirstPersonController> (); } if (transform.GetComponent <UnityStandardAssets.Characters.FirstPerson.FirstPersonController> ()) { controller2 = transform.GetComponent <UnityStandardAssets.Characters.FirstPerson.FirstPersonController> (); } }
public void placeMnemonic() { Vector3 forward = UnityEngine.XR.InputTracking.GetLocalRotation(UnityEngine.XR.XRNode.CenterEye) * cam.transform.forward; Vector3 spawnPos = cam.transform.position + forward * 2; GameObject mnemonic = generateMnemonic(); GameObject.Instantiate(mnemonic, spawnPos, Quaternion.identity); UnityStandardAssets.Characters.FirstPerson.RigidbodyFirstPersonController instance = new UnityStandardAssets.Characters.FirstPerson.RigidbodyFirstPersonController(); instance.Move(new Vector2(-1, 0), 4f); // GameObject.Instantiate(mnemonic, getMnemonicPosition(), Quaternion.identity); }
private void Start() { fpsCamera = GetComponentInChildren <Camera>(); fpsController = GetComponent <UnityStandardAssets.Characters.FirstPerson.RigidbodyFirstPersonController>(); InitializeGun(); reloadSymbol = fpsCamera.gameObject.transform.Find("Reload Symbol").gameObject; reloadSymbol.SetActive(false); reloadingSymbol = fpsCamera.gameObject.transform.Find("Reloading Symbol").gameObject; reloadingSymbol.SetActive(false); }
//public UIBuilder solarPanelProductionBoard; // Use this for initialization void Start() { //solarPanelProductionBoard = new UIBuilder(); controller = transform.parent.GetComponent <RigidbodyFirstPersonController>(); InventoryAccess = gameObject.GetComponentInParent <OldObjectSystem>(); Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; ConsoleUI.gameObject.SetActive(false); TextField.gameObject.SetActive(false); PlaceOlder = (GameObject)Instantiate(Resources.Load("user.placeOlder"), Vector3.zero, Quaternion.identity); GetPO = PlaceOlder.GetComponent <PlaceOlder>(); }
// Use this for initialization public override void Start() { base.Start(); EntityType type = EntityType.Player; AddType(type); playerControls = GetComponent <UnityStandardAssets.Characters.FirstPerson.RigidbodyFirstPersonController>(); gunController = GetComponent <GunController>(); defaultSpeed = playerControls.movementSettings.ForwardSpeed; buffed = false; buffTimer = 0.0f; }
// Use this for initialization void Start() { player = GameObject.FindGameObjectWithTag("Player"); playerTransform = player.transform; nav = GetComponent <UnityEngine.AI.NavMeshAgent> (); animator = GetComponent <Animator>(); playerHealth = player.GetComponent <PlayerHealth>(); rb = player.GetComponent <Rigidbody>(); s = player.GetComponent <UnityStandardAssets.Characters.FirstPerson.RigidbodyFirstPersonController> (); s.movementSettings.ForwardSpeed = 12f; s.movementSettings.BackwardSpeed = 8f; stopTimer = -1f; inMotion = false; bossHealth = GetComponent <BossHealth> (); }
// Use this for initialization void Start() { ChangeScene cs = new ChangeScene(); currentHealth = cs.getHealthData(); print(currentHealth); //currentHealth = startingHealth; playerMovement = GetComponent <UnityStandardAssets.Characters.FirstPerson.RigidbodyFirstPersonController>(); damageImage = GameObject.Find("DamageImage").GetComponents <RawImage>()[0]; GameObject[] objs = GameObject.FindGameObjectsWithTag("HP"); HPbars = new List <RawImage> (); for (int i = 0; i < objs.Length; i++) { HPbars.Add(objs [i].GetComponent <RawImage> ()); } HealthChange(); }
void Start() { // Grabbing references. //player = Reference.Instance().player; player = GameObject.FindGameObjectWithTag("Player").GetComponent <UnityStandardAssets.Characters.FirstPerson.RigidbodyFirstPersonController>(); //tabButtonY = tabButtons[1].transform.localPosition.y; // Will be closed on run, so disable all menus. // Grab initial sensitivity settings first, though, or they will zero. sensitivityXTemp = player.mouseLook.XSensitivity; sensitivityYTemp = player.mouseLook.YSensitivity; // Also ensure everything is populated when initialized. // We do this literally everywhere because script run order is not // defined in Unity... Keeps things interesting, I guess. invPop.Repopulate(); recPop.Repopulate(); CloseInventory(); }
void Start() { controller = GetComponent<UnityStandardAssets.Characters.FirstPerson.RigidbodyFirstPersonController>(); }
void Awake() { CreateInitialFiles(); player = GameObject.FindGameObjectWithTag("Player").GetComponent <UnityStandardAssets.Characters.FirstPerson.RigidbodyFirstPersonController>(); }
void Awake() { inGrav = true; observableText = GameObject.Find("Canvas/ObservableText").GetComponent<Text>(); controller = GetComponent<UnityStandardAssets.Characters.FirstPerson.RigidbodyFirstPersonController>(); }
void Start() { //get some necessary stuff so I don't have to keep asking for the ref's controller = gameObject.GetComponent <UnityStandardAssets.Characters.FirstPerson.RigidbodyFirstPersonController>(); rb = gameObject.GetComponent <Rigidbody>(); }
void Start() { controller = GetComponent <RigidbodyFirstPersonController>(); mouseLook.Init(transform, Camera.main.transform); }
public static void UnLoadGame() { TriggerManager.SendEvent(Event.GameEnded); if (selectedModelSetup == null) { UnityEngine.Debug.Log("Launcher: model setup not found"); if (selectedModelSetup == null) { UnityEngine.Debug.Log("Launcher: selected model setup not found"); } return; } List <EmulatorConfiguration> emulatorConfiguration = ArcadeManager.emulatorsConfigurationList.Where(x => x.emulator.id == gameModelSetup.emulator).ToList(); if (emulatorConfiguration.Count < 1) { UnityEngine.Debug.Log("Launcher: no emulator configuration found"); return; } selectedModelSetup.isPlaying = false; var launcherMethod = GameLauncherMethod.None; launcherMethod = gameModelSetup.gameLauncherMethod; if (launcherMethod == GameLauncherMethod.None) { System.Enum.TryParse(emulatorConfiguration[0].emulator.gameLauncherMethod, true, out launcherMethod); } if (launcherMethod == GameLauncherMethod.None) { System.Enum.TryParse(selectedModelSetup == gameModelSetup ? ArcadeManager.arcadeConfiguration.gameLauncherMethod : ArcadeManager.menuConfiguration.gameLauncherMethod, true, out launcherMethod); } switch (launcherMethod) { case GameLauncherMethod.Internal: UnLoadInternalGame(); break; case GameLauncherMethod.External: UnLoadExternalGame(); break; case GameLauncherMethod.URL: UnLoadExternalGame(); break; default: UnityEngine.Debug.Log("Launcher: no launcher method found"); break; } void UnLoadExternalGame() { // Stop Game ArcadeManager.arcadeState = ArcadeStates.Running; } void UnLoadInternalGame() { // Stop Game ModelLibretroGameSetup libretroGame = selectedModelSetup.gameObject.GetComponent <ModelLibretroGameSetup>(); if (libretroGame != null) { libretroGame.PauseGame(false, true, true); } Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; ArcadeManager.arcadeState = ArcadeStates.Running; if (ArcadeManager.activeMenuType != ArcadeType.None || (ArcadeManager.activeMenuType == ArcadeType.None && ArcadeManager.activeArcadeType == ArcadeType.FpsArcade)) { UnityStandardAssets.Characters.FirstPerson.RigidbodyFirstPersonController arcadeRigidbodyFirstPersonController = ArcadeManager.arcadeControls[ArcadeType.FpsArcade].GetComponent <RigidbodyFirstPersonController>(); if (arcadeRigidbodyFirstPersonController != null) { arcadeRigidbodyFirstPersonController.pause = false; } } } }
void Awake() { controller = FindObjectOfType <RigidbodyFirstPersonController> (); rb = FindObjectOfType <Rigidbody> (); }
void Awake( ) { cc = GetComponent <UnityStandardAssets.Characters.FirstPerson.RigidbodyFirstPersonController>(); rb = GetComponent <Rigidbody>(); }