// Using Start instead of Awake to ensure Player is initialized first public void Start() { playerController = player.GetComponent <PlayerController>(); playerCombat = playerController.Combat(); rb2D = player.GetComponent <Rigidbody2D>(); meleeSprite = player.transform.GetChild(0).GetComponent <MeleeAttackSprite>(); }
protected void Init() { myPosition = gameObject.transform; circleCollider = gameObject.GetComponent <CircleCollider2D>(); rb2D = gameObject.GetComponent <Rigidbody2D>(); inputDelay = new InputDelay(); combatActive = GameState.combatState; if (GameState.GameMovementStopped()) { movementStopped = true; } destinationSetter = gameObject.GetComponent <AIDestinationSetter>(); aIPath = gameObject.GetComponent <AIPath>(); meleeAttack = gameObject.GetComponentInChildren <MeleeAttackSprite>(); audioSource = gameObject.GetComponent <AudioSource>(); sprite = gameObject.GetComponent <SpriteRenderer>(); dyingBreath = gameObject.GetComponent <DyingBreath>(); loot = gameObject.GetComponent <LootPool>(); SetHealth(); SetCombat(); SetVision(); SetAI(); }