Beispiel #1
0
        private void GetPlayerComponents()
        {
            traits      = new PlayerTraits();
            playerState = new PlayerState();

            body    = GetComponent <Rigidbody2D>();
            gravity = GetComponent <PlayerGravity>();

            Transform[] childTransforms = GetComponentsInChildren <Transform>();
            for (int i = 0; i < childTransforms.Length; i++)
            {
                switch (childTransforms[i].name)
                {
                case "Model":
                    model = childTransforms[i];
                    break;

                case "Abilities":
                    abilityHandler = childTransforms[i].GetComponent <PlayerAbilityHandler>();
                    break;

                case "Effects":
                    effectHandler = new PlayerEffectHandler(childTransforms[i]);
                    break;

                default:
                    break;
                }
            }
        }
 private void Awake()
 {
     state   = States.None;
     player  = GetComponentInParent <Player>();
     body    = player.GetComponent <Rigidbody2D>();
     gravity = player.GetComponent <PlayerGravity>();
 }
Beispiel #3
0
        private void Start()
        {
            player  = Player.Instance;
            gravity = player.GetComponent <PlayerGravity>();
            body    = player.GetComponent <Rigidbody2D>();

            BoostChanged?.Invoke(boostAvailable / MaxBoost);
        }
Beispiel #4
0
        private void Start()
        {
            player  = Player.Instance;
            gravity = player.GetComponent <PlayerGravity>();
            body    = player.GetComponent <Rigidbody2D>();

            DebugUI.SetBoostIndicatorFill(boostAvailable / MaxBoost);
        }
        private void Start()
        {
            player          = Player.Instance;
            body            = player.GetComponent <Rigidbody2D>();
            gravity         = player.GetComponent <PlayerGravity>();
            state           = States.None;
            attachEffect    = player.GetEffect <WallAttachEffect>();
            canAttachToWall = true;

            move             = player.GetAbility <MoveComponent>();
            playerController = IO.PlayerController.Get();
        }