// Start is called before the first frame update void Awake() { gpc = GetComponent <GlobalPlayerController>(); rb = GetComponent <Rigidbody>(); wpc = GetComponent <WallPlayerController>(); capsuleCollider = GetComponent <CapsuleCollider>(); currentHealth = maxHealth; timeSinceLastFallDamage = healthRegenTime; Checkpoint.playerCheckpointMap[this.gameObject] = transform.position; deathVelocity = new Vector3(0, 0, 0); }
// Start is called before the first frame update void Awake() { isGrounded = false; health = GetComponent<PlayerHealth>(); rb = GetComponent<Rigidbody>(); defaultPlayerController = GetComponent<DefaultPlayerController>(); wallPlayerController = GetComponent<WallPlayerController>(); grindPlayerController = GetComponent<GrindPlayerController>(); input = GetComponent<InputController>(); cc = GetComponent<CapsuleCollider>(); recentAction = RecentActionType.None; currentJumps = 0; currentDashes = 0; isResetCRRunning = false; angleOfNearestWall = 0f; }