void Start() { animator = GetComponent <Animator> (); whipAttManager = GetComponent <WhipAttackManager>(); collManager = GetComponent <CollisionManager> (); hurtManager = GetComponent <HurtManager> (); collManager.ExitGround += handleOnExitGround; Flip(); }
// Use this for initialization void Start() { // init input manager initInputEventHandler(); animator = GetComponent <Animator> (); whipAttManager = GetComponent <WhipAttackManager> (); stairManager = GetComponent <StairManager> (); collManager = GetComponent <CollisionManager> (); subWeaponManager = GetComponent <SubWeaponManager> (); hurtManager = GetComponent <HurtManager> (); collManager.ExitGround += handleOnExitGround; Flip(); // since the raw sprite face left }