// Use this for initialization void Awake() { _instance = this; _animator = GetComponent <Animator>(); _movement = GetComponent <Player_Movement>(); _input = GetComponent <Player_InputController>(); _hp = _OriginalHP; _transform = GetComponent <Transform>(); _cameraFollow = FindObjectOfType <Player_CameraFollow>(); _hpBar = FindObjectOfType <HPBarController>(); _hammer = GetComponent <Weapon_Hammer>(); }
// Instantiates the colliders for all the attacks, also moves them to be childs of the character object private void Awake() { _basic1Collider = Instantiate(_basic1, transform.position, Quaternion.identity) as GameObject; _basic1Collider.transform.parent = _hero.transform; _basic1Collider.transform.position = new Vector2(transform.position.x + 1, transform.position.y + 1); _basic1Collider.SetActive(false); _basic2Collider = Instantiate(_basic2, transform.position, Quaternion.identity) as GameObject; _basic2Collider.transform.parent = _hero.transform; _basic2Collider.transform.position = new Vector2(transform.position.x + 1, transform.position.y + 1); _basic2Collider.SetActive(false); _specialCollider = Instantiate(_special, transform.position, Quaternion.identity) as GameObject; _specialCollider.transform.parent = _hero.transform; _specialCollider.transform.position = new Vector2(transform.position.x + 1, transform.position.y + 1); _specialCollider.SetActive(false); _movement = GetComponent <Player_Movement>(); }
// Use this for initialization void Start() { _hammer = FindObjectOfType <Weapon_Hammer>(); _playerMovement = GetComponent <Player_Movement>(); }