//! Called by unity engine on start up to initialize variables.
 public void Start()
 {
     playerController   = GetComponent <PlayerController>();
     machineInteraction = new MachineInteraction(playerController, this);
     storageInteraction = new StorageInteraction(playerController, this);
     blockInteraction   = new BlockInteraction(playerController, this);
 }
 private void Start()
 {
     Cursor.lockState = CursorLockMode.Locked;
     inputs           = GetComponent <PlayerInputs>();
     movements        = GetComponent <PlayerMovement>();
     interactions     = GetComponent <BlockInteraction>();
     display          = GetComponent <PlayerUIDisplay>();
 }
        protected override void Start()
        {
            base.Start();

            m_InputActions.Enable();
            m_MoveAction        = m_InputActions["Player/Move"];
            m_RunAction         = m_InputActions["Player/Run"];
            m_LookAction        = m_InputActions["Player/Look"];
            m_JumpAction        = m_InputActions["Player/Jump"];
            m_FlyAction         = m_InputActions["Player/Fly"];
            m_FlyDownAction     = m_InputActions["Player/Fly Down"];
            m_CursorStateAction = m_InputActions["Player/Cursor State"];

            m_Camera          = GetComponentInChildren <Camera>();
            m_CameraTransform = m_Camera.GetComponent <Transform>();
            m_FluidInteractor = GetComponent <FluidInteractor>();

            m_FirstPersonLook.Initialize(m_Transform, m_CameraTransform, true);
            m_HeadBob.Initialize(m_CameraTransform);
            m_JumpBob.Initialize();

            m_OriginalCameraPosition = m_CameraTransform.localPosition;
            m_StepCycle = 0f;
            m_NextStep  = m_StepCycle * 0.5f;

            m_RunAction.performed         += SwitchRunMode;
            m_JumpAction.performed        += SwitchJumpMode;
            m_FlyAction.performed         += SwitchFlyMode;
            m_FlyDownAction.performed     += SwitchFlyDownMode;
            m_CursorStateAction.performed += SwitchCursorState;

            BlockInteraction interaction = GetComponent <BlockInteraction>();

            interaction.Initialize(m_Camera, this);
            interaction.enabled = true;
        }