Ejemplo n.º 1
0
    //Scripts

    void Start()
    {
        _playerRigidBody2D = this.gameObject.GetComponent <Rigidbody2D>();

        _checkMode = this.gameObject.GetComponent <PlayerTransformation>();
        _checkFlip = this.gameObject.GetComponent <PlayerFlip>();
    }
Ejemplo n.º 2
0
    //Scripts
    
    void Start()
    {
        _playerRigidBody2D = this.gameObject.GetComponent<Rigidbody2D>();

        _checkMode = this.gameObject.GetComponent<PlayerTransformation>();
        _checkFlip = this.gameObject.GetComponent<PlayerFlip>();
    }
Ejemplo n.º 3
0
    void LateUpdate()
    {
        //spr.flipX = FlipSprite;
        IFlip flip = new PlayerFlip();

        spr.flipX = flip.FlipSprite(GameplaySystem.Axis.x, spr);
        anim.SetFloat("axisX", Mathf.Abs(GameplaySystem.Axis.x));
    }
Ejemplo n.º 4
0
    //gameobjects

    void Start()
    {
        _rb = GetComponent <Rigidbody2D>();
        _playerFacingRight = GetComponent <PlayerFlip>();
        _renderer          = GetComponent <Renderer>();
        _layermask         = LayerMask.GetMask(GameTags.enemy);
        _WolfMode          = GetComponent <PlayerTransformation>();
        _atackPostionHuman = transform.FindChild("AtackPositionHuman");
        _atackPostionWolf  = transform.FindChild("AtackPositionWolf");
    }
Ejemplo n.º 5
0
    //gameobjects   

    void Start()
    {
        _rb = GetComponent<Rigidbody2D>();
        _playerFacingRight = GetComponent<PlayerFlip>();
        _renderer = GetComponent<Renderer>();
        _layermask = LayerMask.GetMask(GameTags.enemy);
        _WolfMode = GetComponent<PlayerTransformation>();
        _atackPostionHuman = transform.FindChild("AtackPositionHuman");
        _atackPostionWolf = transform.FindChild("AtackPositionWolf");
    }
    private void Awake()
    {
        _playerFlip             = GetComponent <PlayerFlip>();
        _collider2D             = GetComponent <BoxCollider2D>();
        _rigidbody2D            = GetComponent <Rigidbody2D>();
        _playerAnimationManager = GetComponent <PlayerAnimationManager>();
        // _timeElapsedSinceLastJump = 0f;

        _castingSkillCoroutine = null;
        castingSkill           = false;
    }