// Use this for initialization
    void Start()
    {
        particles = GetComponentsInChildren <ParticleSystem> ();
        ClimberStateManager.Subscribe(this);

        for (int i = 0; i < particles.Length; i++)
        {
            if (!particles[i].main.loop && particles[i].main.duration > timer)
            {
                timer = particles [i].main.duration;
            }
        }
    }
Beispiel #2
0
    // Use this for initialization
    void Start()
    {
        dropMgr     = FindObjectOfType <DropManager> ();
        charStorage = FindObjectOfType <CharacterStorage> ();

        SpawnChar(Persistence.currentChar);
        //Init ();
        charOrigin    = gameObject.transform.position;
        charOrigin.y += 1.25f;
        ClimberStateManager.Subscribe(this);

        stepUp    = charOrigin + Vector3.forward * 1.6f /*725f*/ + Vector3.down * 0.765f;
        stepUp.y += 1.25f;

        stepDown    = charOrigin + Vector3.back * 1.6f /*725f*/ + Vector3.up * 0.765f;
        stepDown.y -= 1.0f;

        rocket.SetActive(false);
    }