void Awake() { MovementValues values = this.GetComponent <MovementValues>(); if (values != null) { movement.defaultForwardSpeed = values.defaultForwardSpeed; movement.maxCrouchSpeed = values.maxCrouchSpeed; movement.maxSprintSpeed = values.maxSprintSpeed; movement.minSprintSpeed = values.minSprintSpeed; movement.maxAimSpeed = values.maxAimSpeed; movement.maxProneSpeed = values.maxProneSpeed; movement.defaultSidewaysSpeed = values.defaultSidewaysSpeed; movement.sprintSidewaysSpeed = values.sprintSidewaysSpeed; movement.crouchSidewaysSpeed = values.crouchSidewaysSpeed; movement.aimSidewaysSpeed = values.aimSidewaysSpeed; movement.proneSidewaysSpeed = values.proneSidewaysSpeed; movement.defaultBackwardsSpeed = values.defaultBackwardsSpeed; movement.crouchBackwardsSpeed = values.crouchBackwardsSpeed; movement.aimBackwardsSpeed = values.aimBackwardsSpeed; movement.proneBackwardsSpeed = values.proneBackwardsSpeed; } controller = GetComponent <CharacterController>(); standardHeight = controller.height; standardCenter = controller.center.y; tr = transform; weaponCamera = GameObject.FindWithTag("WeaponCamera"); crouching = false; prone = false; standardCamHeight = weaponCamera.transform.localPosition.y; crouchingCamHeight = standardCamHeight - crouchDeltaHeight; proneCamHeight = standardCamHeight - proneDeltaHeight; NormalSpeed(); }
void Start() { CM = PlayerWeapons.CM; values = MovementValues.singleton; }
void Awake() { singleton = this; }