private void Awake() { input = GetComponent <FPSInput>(); motor = GetComponent <FPSMotor>(); stats = GetComponent <ActorStats>(); fire = GetComponent <FireWeapon>(); currentMoveSpeed = moveSpeed; currentTurnSpeed = turnSpeed; }
private void Awake() { input = GetComponent <FPSInput>(); motor = GetComponent <FPSMotor>(); OGmoveSpeed = moveSpeed; CounterDodge.text = ""; BackgroundDodgeCounter.enabled = false; RedBoxLeft.enabled = false; RedBoxRight.enabled = false; Cursor.lockState = CursorLockMode.Locked; JumpStrenghOG = jumpStrength; }
void Start() { motor = GetComponent <FPSMotor>(); }
private void Awake() { deadMenu.SetActive(false); _input = GetComponent <FPSInput>(); _motor = GetComponent <FPSMotor>(); }
private void Awake() { _input = GetComponent <FPSInput>(); _motor = GetComponent <FPSMotor>(); }
private void Awake() { _input = GetComponent <FPSInput>(); _motor = GetComponent <FPSMotor>(); _currentHealth = _health; }
private void Awake() { _audioSource = GetComponent <AudioSource>(); _motor = FPSCharacter.GetComponent <FPSMotor>(); }
private void Awake() { input = GetComponent <PlayerInputDetector>(); motor = GetComponent <FPSMotor>(); }