void Awake()
 {
     animator        = GetComponent <Animator>();
     rbody           = GetComponentInParent <Rigidbody>();
     physics         = GetComponentInParent <PlayerPhysics>();
     attackbehaviour = GetComponentInParent <AttackBehaviour>();
     deadbehaviour   = GetComponentInParent <DeadBehaviour>();
     rotationY       = Quaternion.Euler(0, 90, 0);
 }
Beispiel #2
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 public static void DeathPhysics(this GameObject go, Entity entity, DeadBehaviour deadBehaviour)
 {
     if (deadBehaviour.RemoveTag)
     {
         go.tag = String.Empty;
     }
     if (deadBehaviour.RemoveRigidbody)
     {
         go.GetComponents <Rigidbody>().ForEach(a => UnityEngine.Object.Destroy(a));
     }
     if (deadBehaviour.RemoveColliders)
     {
         go.GetComponentsInChildren <Collider>().ForEach(a => UnityEngine.Object.Destroy(a));
     }
 }
    void Awake()
    {
        physics         = GetComponent <PlayerPhysics>();
        controller      = GetComponent <PlayerController>();
        grapplingGun    = GetComponent <GrapplingGun>();
        attackbehaviour = GetComponent <AttackBehaviour>();
        deadbehaviour   = GetComponent <DeadBehaviour>();

        physics.player = this;

        controller.physics         = physics;
        controller.grapplingGun    = grapplingGun;
        controller.attackBehaviour = attackbehaviour;
        controller.deadbehaviour   = deadbehaviour;

        grapplingGun.physics = physics;

        attackbehaviour.physics = physics;
    }