For some reason i cant seem to reference the FirstPersonController script that unity comes with, i have tried many solutions and nothing seems to work. monodevelop acts like it doesn’t even exist. if you use monodevelop you will know that you can type the first letters in the script and it will find the script for you, Ya well it doesn’t and even if i put it in manually it just throws errors all over the place. any help is appreciated.
(Sorry for spelling errors, its 5 and i was up all night coding)
Script that tries to reference the fps controller:
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using UnityEngine.EventSystems;
public class PickupObject : MonoBehaviour {
GameObject mainCamera;
bool carrying;
GameObject carriedObject;
GameObject FPS;
public float distance;
public float smooth;
// Use this for initialization
void Start () {
mainCamera = GameObject.FindWithTag("MainCamera");
FPS = gameObject.transform.parent.gameObject;
FirstPersonController FPS2 = FPS.GetComponent<FirstPersonController> ();
}
// Update is called once per frame
void Update () {
if(carrying) {
carry(carriedObject);
rotate(carriedObject);
checkDrop();
} else {
pickup();
}
}
void rotate(GameObject o) {
if(Input.GetKey (KeyCode.UpArrow)) {
o.gameObject.GetComponent<Rigidbody> ().freezeRotation = false;
o.transform.Rotate(Vector3.left * 4);
}else if(Input.GetKey (KeyCode.DownArrow)) {
o.gameObject.GetComponent<Rigidbody> ().freezeRotation = false;
o.transform.Rotate(Vector3.right * 4);
}else if(Input.GetKey (KeyCode.LeftArrow)) {
o.gameObject.GetComponent<Rigidbody> ().freezeRotation = false;
o.transform.Rotate(Vector3.up * 4);
}else if (Input.GetKey (KeyCode.RightArrow)) {
o.gameObject.GetComponent<Rigidbody> ().freezeRotation = false;
o.transform.Rotate (Vector3.down * 4);
} else if(Input.GetKey (KeyCode.R)){
o.transform.rotation = Quaternion.identity;
}else{
o.gameObject.GetComponent<Rigidbody> ().freezeRotation = true;
}
}
void carry(GameObject o) {
if (distance < 3) {
distance = 3;
} else {
distance += Input.GetAxis ("Mouse ScrollWheel");
}
//Renderer rend = o.gameObject.GetComponent<Renderer> ();
//rend.material.color = Color.blue;
o.gameObject.GetComponent<Rigidbody> ().velocity = new Vector3 (0, 0, 0);
o.transform.position = Vector3.Lerp (o.transform.position, mainCamera.transform.position + mainCamera.transform.forward * distance, Time.deltaTime * smooth);
//o.transform.rotation = Quaternion.identity;
//o.gameObject.GetComponent<Rigidbody> ().freezeRotation = true;
}
void pickup() {
if(Input.GetKeyDown (KeyCode.Mouse1)) {
int x = Screen.width / 2;
int y = Screen.height / 2;
Ray ray = mainCamera.GetComponent<Camera>().ScreenPointToRay(new Vector3(x,y));
RaycastHit hit;
if(Physics.Raycast(ray, out hit, distance)) {
Pickupable p = hit.collider.GetComponent<Pickupable>();
if(p != null) {
carrying = true;
carriedObject = p.gameObject;
p.gameObject.GetComponent<Rigidbody>().useGravity = false;
}
}
}
}
void checkDrop() {
if(Input.GetKeyDown (KeyCode.Mouse1)) {
dropObject();
}else if (Input.GetKeyDown (KeyCode.Mouse2)){
freeze();
}else if(Input.GetKeyDown (KeyCode.Mouse0)){
throwObject();
}
}
void dropObject() {
carrying = false;
carriedObject.gameObject.GetComponent<Rigidbody> ().freezeRotation = false;
carriedObject.gameObject.GetComponent<Rigidbody> ().isKinematic = false;
carriedObject.gameObject.GetComponent<Rigidbody>().useGravity = true;
carriedObject = null;
}
void throwObject(){
carrying = false;
carriedObject.gameObject.GetComponent<Rigidbody> ().freezeRotation = false;
carriedObject.gameObject.GetComponent<Rigidbody> ().isKinematic = false;
carriedObject.gameObject.GetComponent<Rigidbody>().useGravity = true;
Rigidbody rb = carriedObject.GetComponent<Rigidbody> ();
rb.AddForce(this.gameObject.transform.forward * 500);
carriedObject = null;
}
void freeze(){
carrying = false;
carriedObject.gameObject.GetComponent<Rigidbody> ().freezeRotation = false;
carriedObject.gameObject.GetComponent<Rigidbody> ().isKinematic = true;
carriedObject.gameObject.GetComponent<Rigidbody>().useGravity = true;
carriedObject = null;
}
}
And the script i am trying to access:
using System;
using UnityEngine;
using UnityStandardAssets.CrossPlatformInput;
using UnityStandardAssets.Utility;
using Random = UnityEngine.Random;
namespace UnityStandardAssets.Characters.FirstPerson
{
[RequireComponent(typeof (CharacterController))]
[RequireComponent(typeof (AudioSource))]
public class FirstPersonController : MonoBehaviour
{
[SerializeField] private bool m_IsWalking;
[SerializeField] private float m_WalkSpeed;
[SerializeField] private float m_RunSpeed;
[SerializeField] [Range(0f, 1f)] private float m_RunstepLenghten;
[SerializeField] private float m_JumpSpeed;
[SerializeField] private float m_StickToGroundForce;
[SerializeField] private float m_GravityMultiplier;
[SerializeField] private MouseLook m_MouseLook;
[SerializeField] private bool m_UseFovKick;
[SerializeField] private FOVKick m_FovKick = new FOVKick();
[SerializeField] private bool m_UseHeadBob;
[SerializeField] private CurveControlledBob m_HeadBob = new CurveControlledBob();
[SerializeField] private LerpControlledBob m_JumpBob = new LerpControlledBob();
[SerializeField] private float m_StepInterval;
[SerializeField] private AudioClip[] m_FootstepSounds; // an array of footstep sounds that will be randomly selected from.
[SerializeField] private AudioClip m_JumpSound; // the sound played when character leaves the ground.
[SerializeField] private AudioClip m_LandSound; // the sound played when character touches back on ground.
private Camera m_Camera;
private bool m_Jump;
private float m_YRotation;
private Vector2 m_Input;
private Vector3 m_MoveDir = Vector3.zero;
private CharacterController m_CharacterController;
private CollisionFlags m_CollisionFlags;
private bool m_PreviouslyGrounded;
private Vector3 m_OriginalCameraPosition;
private float m_StepCycle;
private float m_NextStep;
private bool m_Jumping;
private AudioSource m_AudioSource;
public bool InMenu;
// 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);
}
// Update is called once per frame
private void Update()
{
CheckIfInMenu ();
RotateView();
// the jump state needs to read here to make sure it is not missed
if (!m_Jump)
{
m_Jump = CrossPlatformInputManager.GetButtonDown("Jump");
}
if (!m_PreviouslyGrounded && m_CharacterController.isGrounded)
{
StartCoroutine(m_JumpBob.DoBobCycle());
PlayLandingSound();
m_MoveDir.y = 0f;
m_Jumping = false;
}
if (!m_CharacterController.isGrounded && !m_Jumping && m_PreviouslyGrounded)
{
m_MoveDir.y = 0f;
}
m_PreviouslyGrounded = m_CharacterController.isGrounded;
}
public void CheckIfInMenu (){
if ( ! InMenu) {
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
} else {
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
}
}
private void PlayLandingSound()
{
m_AudioSource.clip = m_LandSound;
m_AudioSource.Play();
m_NextStep = m_StepCycle + .5f;
}
private void FixedUpdate()
{
float speed;
GetInput(out speed);
// always move along the camera forward as it is the direction that it being aimed at
Vector3 desiredMove = transform.forward*m_Input.y + transform.right*m_Input.x;
// get a normal for the surface that is being touched to move along it
RaycastHit hitInfo;
Physics.SphereCast(transform.position, m_CharacterController.radius, Vector3.down, out hitInfo,
m_CharacterController.height/2f);
desiredMove = Vector3.ProjectOnPlane(desiredMove, hitInfo.normal).normalized;
m_MoveDir.x = desiredMove.x*speed;
m_MoveDir.z = desiredMove.z*speed;
if (m_CharacterController.isGrounded)
{
m_MoveDir.y = -m_StickToGroundForce;
if (m_Jump)
{
m_MoveDir.y = m_JumpSpeed;
PlayJumpSound();
m_Jump = false;
m_Jumping = true;
}
}
else
{
m_MoveDir += Physics.gravity*m_GravityMultiplier*Time.fixedDeltaTime;
}
m_CollisionFlags = m_CharacterController.Move(m_MoveDir*Time.fixedDeltaTime);
ProgressStepCycle(speed);
UpdateCameraPosition(speed);
}
private void PlayJumpSound()
{
m_AudioSource.clip = m_JumpSound;
m_AudioSource.Play();
}
private void ProgressStepCycle(float speed)
{
if (m_CharacterController.velocity.sqrMagnitude > 0 && (m_Input.x != 0 || m_Input.y != 0))
{
m_StepCycle += (m_CharacterController.velocity.magnitude + (speed*(m_IsWalking ? 1f : m_RunstepLenghten)))*
Time.fixedDeltaTime;
}
if (!(m_StepCycle > m_NextStep))
{
return;
}
m_NextStep = m_StepCycle + m_StepInterval;
PlayFootStepAudio();
}
private void PlayFootStepAudio()
{
if (!m_CharacterController.isGrounded)
{
return;
}
// pick & play a random footstep sound from the array,
// excluding sound at index 0
int n = Random.Range(1, m_FootstepSounds.Length);
m_AudioSource.clip = m_FootstepSounds[n];
m_AudioSource.PlayOneShot(m_AudioSource.clip);
// move picked sound to index 0 so it's not picked next time
m_FootstepSounds[n] = m_FootstepSounds[0];
m_FootstepSounds[0] = m_AudioSource.clip;
}
private void UpdateCameraPosition(float speed)
{
Vector3 newCameraPosition;
if (!m_UseHeadBob) {
return;
}
if (m_CharacterController.velocity.magnitude > 0 && m_CharacterController.isGrounded) {
m_Camera.transform.localPosition =
m_HeadBob.DoHeadBob (m_CharacterController.velocity.magnitude +
(speed * (m_IsWalking ? 1f : m_RunstepLenghten)));
newCameraPosition = m_Camera.transform.localPosition;
newCameraPosition.y = m_Camera.transform.localPosition.y - m_JumpBob.Offset ();
} else {
newCameraPosition = m_Camera.transform.localPosition;
newCameraPosition.y = m_OriginalCameraPosition.y - m_JumpBob.Offset ();
}
m_Camera.transform.localPosition = newCameraPosition;
}
private void GetInput(out float speed)
{
// Read input
float horizontal = CrossPlatformInputManager.GetAxis("Horizontal");
float vertical = CrossPlatformInputManager.GetAxis("Vertical");
bool waswalking = m_IsWalking;
#if !MOBILE_INPUT
// On standalone builds, walk/run speed is modified by a key press.
// keep track of whether or not the character is walking or running
m_IsWalking = !Input.GetKey(KeyCode.LeftShift);
#endif
// set the desired speed to be walking or running
speed = m_IsWalking ? m_WalkSpeed : m_RunSpeed;
m_Input = new Vector2(horizontal, vertical);
// normalize input if it exceeds 1 in combined length:
if (m_Input.sqrMagnitude > 1)
{
m_Input.Normalize();
}
// handle speed change to give an fov kick
// only if the player is going to a run, is running and the fovkick is to be used
if (m_IsWalking != waswalking && m_UseFovKick && m_CharacterController.velocity.sqrMagnitude > 0)
{
StopAllCoroutines();
StartCoroutine(!m_IsWalking ? m_FovKick.FOVKickUp() : m_FovKick.FOVKickDown());
}
}
private void RotateView()
{
if (!InMenu) {
m_MouseLook.LookRotation (transform, m_Camera.transform);
}
}
private void OnControllerColliderHit(ControllerColliderHit hit)
{
Rigidbody body = hit.collider.attachedRigidbody;
//dont move the rigidbody if the character is on top of it
if (m_CollisionFlags == CollisionFlags.Below)
{
return;
}
if (body == null || body.isKinematic)
{
return;
}
body.AddForceAtPosition(m_CharacterController.velocity*0.1f, hit.point, ForceMode.Impulse);
}
}
}