Ejemplo n.º 1
0
 private void Awake()
 {
     status   = GetComponent <Status>();
     animator = GetComponentInChildren <Animator>();
     characterHandleWeapon = GetComponent <CharacterHandleWeapon>();
     defaultWeapon         = weapon;
 }
Ejemplo n.º 2
0
 private void GetComponents()
 {
     characterWeapon = player.GetComponent <CharacterHandleWeapon>();
     playerMovement  = player.GetComponent <CharacterHorizontalMovement>();
     jumpMovement    = player.GetComponent <CharacterJump>();
     rockBreak       = player.GetComponent <RockBreak>();
     characterDash   = player.GetComponent <CharacterDash>();
 }
Ejemplo n.º 3
0
        private void Awake()
        {
            var character = GetComponentInParent <Character>();

            _characterInventory    = character.FindAbility <CharacterInventory>();
            _characterHandleWeapon = character.FindAbility <CharacterHandleWeapon>();
            if (AutoEquipFirstWeapon)
            {
                StartCoroutine(EquipFirstWeapon());
            }

            IEnumerator EquipFirstWeapon()
            {
                yield return(new WaitUntil(() => _characterHandleWeapon.AbilityInitialized && _weapons.Count > 0));

                ChangeWeapon(0);
            }
        }
Ejemplo n.º 4
0
    void Awake()
    {
        weapon = transform.Find("WeaponAttachement").gameObject;


        if (secondaryWeapon)
        {
            weapon2 = transform.Find("WeaponAttachement2").gameObject;
        }


        if (specialWeapon)
        {
            weaponSpecial = transform.Find("WeaponAttachementSpecial").gameObject;
        }

        weaponScript          = GetComponent <CharacterHandleWeapon>();
        secondaryWeaponScript = GetComponent <CharacterHandleSecondaryWeapon>();

        usingSwitch = false;
    }
Ejemplo n.º 5
0
 protected override void Awake()
 {
     base.Awake();
     _character             = GetComponentInParent <Character>();
     _characterHandleWeapon = _character.FindAbility <CharacterHandleWeapon>();
 }
Ejemplo n.º 6
0
 public RunAndGunState(AI_Player characterAI)
 {
     _characterAI           = characterAI;
     _characterHandleWeapon = _characterAI._characterHandleWeapon;
     _characterMovement     = _characterAI._characterMovement;
 }
Ejemplo n.º 7
0
 /// <summary>
 /// On init we grab our CharacterHandleWeapon ability
 /// </summary>
 protected override void Initialization()
 {
     _character             = GetComponentInParent <Character>();
     _orientation2D         = _character?.FindAbility <CharacterOrientation2D>();
     _characterHandleWeapon = _character?.FindAbility <CharacterHandleWeapon>();
 }
Ejemplo n.º 8
0
 void Initialize()
 {
     _characterMovement     = GetComponent <CharacterMovement>();
     _characterJump         = GetComponent <CharacterJump>();
     _characterHandleWeapon = GetComponent <CharacterHandleWeapon>();
 }