private void Awake() { fixzilla = FindObjectOfType <Fixzilla>(); fixzilla.TooFast += PrepareEarthquake; fixzilla.NormalSpeed += StopEarthQuake; fixzilla.GetComponent <JumpingObject>().Landed += OnEarthQuake; audioSource = gameObject.AddComponent <AudioSource>(); cooldownTimer = cooldown; audioSourceMultichannel = GetComponent <AudioSourceMultichannel>(); foreach (var crowd in crowds) { crowd.gameObject.SetActive(false); } activeCrowds = 0; rewiredPlayer = ReInput.players.GetPlayer(playerId); }
private void Awake() { rigidbody2D = GetComponent <Rigidbody2D>(); if (isPlaced) { rigidbody2D.mass = 1000; } breakingSprite.enabled = false; brokenSprite.enabled = false; highlightSprite.enabled = false; brokeEffect.SetActive(true); health = maxHealth; //sprite.color = healthColorGradient.Evaluate(health / maxHealth); audioSourceMultichannel = GetComponent <AudioSourceMultichannel>(); previousPosition = transform.position; currentPosition = transform.position; }
private void Awake() { rigidbody2D = GetComponent <Rigidbody2D>(); leftHandDefaultTransform = leftHand.transform; rightHandDefaultTransform = rightHand.transform; leftHandDefaultOffset = leftHand.transform.localPosition; rightHandDefaultOffset = rightHand.transform.localPosition; armsDefaultPosition = armsContainer.transform.localPosition; leftHandCustomRestOffset = leftHandDefaultOffset; rightHandCustomRestOffset = rightHandDefaultOffset; arms = armsContainer.GetComponent <Arms>(); globalPiecesController = FindObjectOfType <GlobalPiecesController>(); spriteContainer.transform.localScale = Vector3.one; rewiredPlayer = ReInput.players.GetPlayer(playerId); jumpingObject = GetComponent <JumpingObject>(); audioSourceMultichannel = GetComponent <AudioSourceMultichannel>(); }
private void Awake() { rigidbody2D = GetComponent <Rigidbody2D>(); audioSourceMultichannel = GetComponent <AudioSourceMultichannel>(); }