// Start is called before the first frame update void Awake() { Renderer = GetComponent <MeshRenderer>(); originalMaterial = Renderer.material; playerStateHandler = player.GetComponent <PlayerStateHandler>(); TreD = player.GetComponent <SpelarentreD>(); }
void Start() { _animator = GetComponent <Animator>(); _rigidbody = GetComponent <Rigidbody2D>(); _renderer = GetComponent <SpriteRenderer>(); _stateHandler = GetComponent <PlayerStateHandler>(); _directionGetter = GetComponent <DirectionGetter2D>(); }
void Start() { _animator = GetComponent <Animator>(); _stateHandler = GetComponent <PlayerStateHandler>(); _spriteRenderer = GetComponent <SpriteRenderer>(); _directionGetter = GetComponent <DirectionGetter2D>(); _player = GetComponent <PlayerMovement>(); _cachedTransform = transform; }
public override void Initialize(StateMachine owner) { this.owner = (PlayerStateHandler)owner; }
private void Awake() { playerStateHandler = GetComponent <PlayerStateHandler>(); capsuleCollider = GetComponent <CapsuleCollider>(); }
public void Init(PlayerStateHandler handler) { this.handler = handler; }