public override void Awake() { base.Awake(); animator = this.GetComponent <Animator>(); this.fCurrentHealth = this.fStartHealth; movement = this.GetComponent <CMovement>(); shooter = this.GetComponent <CShooter>(); this.flashTime = 0.25f; if (ES3.KeyExists("CurrentHealth", "Player.es3")) { fCurrentHealth = ES3.Load <float>("CurrentHealth", "Player.es3"); fMaxHealth = ES3.Load <float>("MaxHealth", "Player.es3"); shield = ES3.Load <int>("Shield", "Player.es3"); } else { ES3.Save <int>("Shield", shield, "Player.es3"); ES3.Save <float>("CurrentHealth", fCurrentHealth, "Player.es3"); ES3.Save <float>("MaxHealth", fMaxHealth, "Player.es3"); } heartUI = GameObject.Find("Heart_UI").GetComponent <CHeartUI>(); heartUI.SetHeart((int)fCurrentHealth, (int)fMaxHealth, shield); onDeath += EndGame; }
void Awake() { playerInput = this.GetComponent <CInput>(); rigidbody = this.GetComponent <Rigidbody2D>(); myCollider = this.GetComponent <CapsuleCollider2D>(); shooter = this.GetComponent <CShooter>(); interactItems = new List <IInteractItem>(); interactList = new Dictionary <IInteractItem, bool>(); }