Ejemplo n.º 1
0
    public void Initialize()
    {
        comp_env_manager           = GameObject.Find("Environment_Manager").GetComponent <Comp_Environment_Manager>();
        transform_pool_environment = GameObject.Find("Pool_Environment").GetComponent <Transform>();
        transform_pool_obstacles   = GameObject.Find("Pool_Obstacles").GetComponent <Transform>();
        transform_pool_enemys      = GameObject.Find("Pool_Enemys").GetComponent <Transform>();

        comp_debug = GameObject.Find("Debug").GetComponent <Comp_Debug>();
        obstacles  = new Dictionary <string, Comp_Environment_Obstacle>();
        enemys     = new Dictionary <string, Comp_Base_Enemy>();
    }
Ejemplo n.º 2
0
    //--------------------------------------------------------------------------------
    // START METHOD
    //--------------------------------------------------------------------------------
    void Start()
    {
        player_transform = transform;

        water_control_constraints = RigidbodyConstraints.FreezePositionZ
                                    | RigidbodyConstraints.FreezeRotation;
        //| RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationY;

        land_control_constraints = RigidbodyConstraints.FreezePositionZ
                                   | RigidbodyConstraints.FreezeRotation;
        try
        {
            comp_debug = GameObject.Find("Debug").GetComponent <Comp_Debug>();
            cc         = GetComponent <CharacterController>();

            COMP_DASH_CONSTANTS = GetComponent <Comp_Dash_Constants>();
            COMP_JUMP_CONSTANTS = GetComponent <Comp_Jump_Constants>();
        }
        catch (Exception e)
        {
            Debug.LogException(e);
        }

        movement    = Vector3.zero;
        currentVel  = Vector3.zero;
        cc_velocity = Vector3.zero;

        acc_dt_touch = 0;
        acc_dt_dash  = 0;

        player_start_position     = generateStaticPlayerPosition();
        player_transform.position = new Vector3(player_start_position.x, player_transform.position.y, player_transform.position.z);

        canDoubleJump = false;
        CanSplash     = true;
        FirstFall     = true;

        //ChangeToWaterControlMode();
        ChangeToTerrainControlMode();
    }