public void Awake()
{
DontDestroyOnLoad(gameObject);
warningSpheres = new List<GameObject>();
controller = GetComponent<CharacterController>();
characterAnimation = transform.Find("Animated Mesh Fixed").GetComponent<Animation>();
characterAnimation.Play("idle");
textBubble = gameObject.FindChild("TextBubble");
textBubble.GetComponent<Renderer>().material.color = new Color(1, 1, 1, 0);
characterAnimation["run"].speed = 1.25f;
characterAnimation["backward"].speed = 1.75f;
characterAnimation["strafeLeft"].speed = 1.5f;
characterAnimation["strafeRight"].speed = 1.5f;
foreach (var r in GetComponentsInChildren<Renderer>())
{
if (!r.material.HasProperty("_Color")) continue;
if (r.gameObject.name == "TextBubble") continue;
if (r.gameObject.name == "flag_flag001") continue;
r.tag = "PlayerMaterial";
}
EnemiesTargetingUs = new EnemiesTargetingUs();
EnemiesTargetingUs.OnStartedBeingLockedOnByEnemy += ReceiveStartedBeingLockedOnBy;
EnemiesTargetingUs.OnStoppedBeingLockedOnByEnemy += ReceiveStoppedBeingLockedOnBy;
OtherPlayerVisibilityLayerMask =
(1 << LayerMask.NameToLayer("Player")) | (1 << LayerMask.NameToLayer("Default"));
if (uLink.Network.isServer)
{
// Averaging slowly from this value, so start somewhere sensible
LastNetworkFrameTakeTime = Relay.DesiredTimeBetweenNetworkSends;
RecentWorstNetworkTakeTime = Relay.DesiredTimeBetweenNetworkSends;
}
FootstepThrottler = new Throttler<Action>
{
MinimumTimeBetweenItems = 0.17f
};
}