private void Awake() { rpgCharacterController = GetComponent <RPGCharacterController>(); //Find the Animator component. animator = GetComponentInChildren <Animator>(); StartCoroutine(_HideAllWeapons(false, false)); }
private void Awake() { superCharacterController = GetComponent <SuperCharacterController.Code.SuperCharacterController.Core.SuperCharacterController>(); rpgCharacterController = GetComponent <RPGCharacterController>(); rpgCharacterInputController = GetComponent <RPGCharacterInputController>(); navMeshAgent = GetComponent <UnityEngine.AI.NavMeshAgent>(); animator = GetComponentInChildren <Animator>(); capCollider = GetComponent <CapsuleCollider>(); rb = GetComponent <Rigidbody>(); if (rb != null) { //Set restraints on startup if using Rigidbody. rb.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationZ; } //Set currentState to idle on startup. currentState = RPGCharacterState.Idle; rpgCharacterState = RPGCharacterState.Idle; }
private void Awake() { rpgCharacterController = GetComponent <RPGCharacterController>(); rpgCharacterMovementController = GetComponent <RPGCharacterMovementController>(); rpgCharacterWeaponController = GetComponent <RPGCharacterWeaponController>(); }