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.
public Animator anim;
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;
private bool fire = false;
private bool reload = false;
public AudioClip Clip_In;
public AudioClip Clip_Out;
public AudioClip Shoot;
public AudioClip ooa;
public AudioSource source;
private float rtime = 0; //Reload Time
private float wcool = 0; //Walking cooldown
[SerializeField]
[Range(0.05f, 1f)]
float shotCooldown = .3f;
[SerializeField]
Transform firePosition;
[SerializeField]
public ShotEffectsManager shotEffects; //This doesn't work :/
^^ This is the FirstPersonController script from unity, that I was doing a couple tweaks on.
using UnityEngine;
public class PlayerShooting : MonoBehaviour
{
[SerializeField]
float shotCooldown = .3f;
[SerializeField]
Transform firePosition;
[SerializeField]
ShotEffectsManager shotEffects; //Works like a charm, BUT NO DIFFERENCE
public AudioClip Out_of_ammo;
public AudioSource source;
float ellapsedTime;
public float MaxAmmo = 24;
float Ammo = 9999999;
float volume = 1;
Instead of the namespace, there is no difference! I tried changing the namespace, nothing happened. Please help! I have been trying to get this working for 1.3 hours straight, and nothing.