void Awake() { M8.SceneManager.instance.AddTransition(this); mTakeOutInd = animator.GetTakeIndex(takeOut); mTakeInInd = animator.GetTakeIndex(takeIn); activeGO.SetActive(false); }
void Awake() { if (!unit) { unit = GetComponent <UnitEntity>(); } unit.setStateCallback += OnUnitChangeState; mTakeAirInd = animator.GetTakeIndex(takeAir); mTakeGroundIdleInd = animator.GetTakeIndex(takeGroundIdle); mTakeGroundIdleDelayInd = animator.GetTakeIndex(takeGroundIdleDelay); mTakeGroundMoveInd = animator.GetTakeIndex(takeGroundMove); mTakeGroundPushInd = animator.GetTakeIndex(takeGroundPush); }
void Awake() { if (Checkpoint.startAvailable) { transform.position = Checkpoint.startPosition; transform.eulerAngles = new Vector3(0f, 0f, Checkpoint.startRotation); Checkpoint.RemoveStart(); } if (quitActiveGO) { quitActiveGO.SetActive(false); } var camFollowGO = GameObject.FindGameObjectWithTag(cameraTagFollow); mCameraFollow = camFollowGO.GetComponent <CameraFollow>(); var cameraFollowTrans = mCameraFollow.transform; cameraFollowTrans.position = transform.position; cameraFollowTrans.rotation = transform.rotation; stateControl.stateChangedEvent.AddListener(OnStateChanged); signalGameReady.callback += OnGameReady; signalInputLock.callback += OnInputLock; signalInputUnlock.callback += OnInputUnlock; mTakeIndIdle = animator.GetTakeIndex(takeIdle); mTakeIndMove = animator.GetTakeIndex(takeMove); mTakeIndAir = animator.GetTakeIndex(takeAir); mTakeIndWallSlide = animator.GetTakeIndex(takeWallSlide); mTakeIndSlide = animator.GetTakeIndex(takeSlide); animator.ResetTake(takeSpawn); if (input) { input.ActionAddCallback(OnAct); } }
void Awake() { mTakeInd = animator.GetTakeIndex(take); signal.callback += OnSignal; }
void Awake() { mTakeInd = animator.GetTakeIndex(take); }