// Use this for initialization
 void Start()
 {
     gauge    = GameObject.Find("HP").GetComponent <LifeScript>();
     stopTime = GameObject.Find("TimerText").GetComponent <TimerController>();
     anim     = GetComponent <Animator>();
     rigid2D  = GetComponent <Rigidbody2D>();
     special  = GetComponent <GhostSprites>();
     special.getTrailSize(2);
     name = GetComponent <isName>().getName();
 }
    public override void OnInspectorGUI()
    {
        DrawDefaultInspector();

        if (GUILayout.Button("Restore Defaults"))
        {
            GhostSprites sprites = (GhostSprites)target;
            sprites.RestoreDefaults();
        }
    }
Beispiel #3
0
    [HideInInspector] public bool commandSwitching;      //don't allow commands while switching



    // Use this for initialization
    void Awake()
    {
        switch (numCommands)
        {
        case 2:
            Instantiate(HUD [0]);
            break;

        case 3:
            Instantiate(HUD [1]);
            break;
            //etc
        }
        canDash     = true;
        hasSword    = true;
        dashing     = false;
        attackCombo = new bool[COMBONUM];
        attacking   = false;
        attackLock  = true;
        dashCharges = numDashes;
        Physics2D.IgnoreLayerCollision(8, 9, false);                                    //prevent invincability by dashing into transition
        for (int i = 0; i < COMBONUM; i++)
        {
            attackCombo[i] = false;
        }
        canAttack = true;
        pm        = GetComponent <PlayerMovement> ();
        sfx       = GetComponent <SFXManager> ();
        rb        = GetComponent <Rigidbody2D> ();
        an        = GetComponent <Animator> ();
        gs        = GetComponent <GhostSprites> ();
        ps        = GetComponentInChildren <PlayerSword> ();
        ph        = GameObject.FindGameObjectWithTag("HUD").GetComponent <PlayerHUD> ();
        php       = GetComponent <PlayerHealth> ();
        php.ph    = ph;
        for (int i = 0; i < numCommands; i++)
        {
            commands [i] = Instantiate(commandsOriginals [chosenCommands[i]]).GetComponent <PlayerCommand>();
        }
        gs.ClearTrail();
        selectedCommand = 1;
        canCommand      = true;
        damageColliderOriginalOffset = php.damageCollider.offset;
    }