private void Awake() { status = GetComponent <Status>(); animator = GetComponentInChildren <Animator>(); characterHandleWeapon = GetComponent <CharacterHandleWeapon>(); defaultWeapon = weapon; }
private void GetComponents() { characterWeapon = player.GetComponent <CharacterHandleWeapon>(); playerMovement = player.GetComponent <CharacterHorizontalMovement>(); jumpMovement = player.GetComponent <CharacterJump>(); rockBreak = player.GetComponent <RockBreak>(); characterDash = player.GetComponent <CharacterDash>(); }
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); } }
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; }
protected override void Awake() { base.Awake(); _character = GetComponentInParent <Character>(); _characterHandleWeapon = _character.FindAbility <CharacterHandleWeapon>(); }
public RunAndGunState(AI_Player characterAI) { _characterAI = characterAI; _characterHandleWeapon = _characterAI._characterHandleWeapon; _characterMovement = _characterAI._characterMovement; }
/// <summary> /// On init we grab our CharacterHandleWeapon ability /// </summary> protected override void Initialization() { _character = GetComponentInParent <Character>(); _orientation2D = _character?.FindAbility <CharacterOrientation2D>(); _characterHandleWeapon = _character?.FindAbility <CharacterHandleWeapon>(); }
void Initialize() { _characterMovement = GetComponent <CharacterMovement>(); _characterJump = GetComponent <CharacterJump>(); _characterHandleWeapon = GetComponent <CharacterHandleWeapon>(); }