void Start() { // Get the rigidbody component rb = GetComponent <Rigidbody2D>(); slopes = GetComponent <Slopes>(); wallSlide = GetComponent <WallSlide>(); wallClimb = GetComponent <WallClimb>(); }
void Start() { // Get the components animationStateMachine = GetComponent <AnimationStateMachine>(); playerController = GetComponent <PlayerController>(); coll = GetComponent <Collisions>(); wallSlide = GetComponent <WallSlide>(); wallClimb = GetComponent <WallClimb>(); }
void Start() { // Get the components animator = GetComponentInChildren <Animator>(); playerController = GetComponent <PlayerController>(); wallSlide = GetComponent <WallSlide>(); wallClimb = GetComponent <WallClimb>(); wallJump = GetComponent <WallJump>(); ledgeGrab = GetComponent <LedgeGrab>(); dash = GetComponent <Dash>(); betterJumping = GetComponent <BetterJumping>(); knockBack = GetComponent <Knockback>(); }
void Awake() { playerInput = GetComponent <InputController>(); wallClimb = GetComponent <WallClimb>(); anim = animator.GetComponent <Animator>(); playerRB = GetComponent <Rigidbody>(); playerRB.isKinematic = false; playerRB.velocity = Vector3.zero; playerRB.angularVelocity = Vector3.zero; facingDirection = mainCam.transform.forward; playerRB.freezeRotation = true; falling = false; Sprint(); }
void Start() { // Get the wall climb component wallClimb = GetComponent <WallClimb>(); // Get the collisions component coll = GetComponent <Collisions>(); // Get the rigidbody component rb = GetComponent <Rigidbody2D>(); // Get the playerController component playerController = GetComponent <PlayerController>(); }
void Start() { // Get the collisions component coll = GetComponent <Collisions>(); // Get the rigidbody the script is attached to rb = GetComponent <Rigidbody2D>(); // Get the dash component dash = GetComponent <Dash>(); // Get the wall climb component wallClimb = GetComponent <WallClimb>(); // Get the wall jump component wallJump = GetComponent <WallJump>(); // Get the coyote time component coyoteTime = GetComponent <CoyoteTime>(); // Set the gravity scale rb.gravityScale = gravityMultiplier; }
void Start() { // Get the collisions component coll = GetComponent <Collisions>(); // Get the betterJumping component betterJumping = GetComponent <BetterJumping>(); // Get the rigidbody component rb = GetComponent <Rigidbody2D>(); // Get the playerController component playerController = GetComponent <PlayerController>(); // Get the wall climb component wallClimb = GetComponent <WallClimb>(); // Set can grab ledge to false canGrabLedge = false; // Hijack the wall climb ledge grab wallClimb.disableLedgeGrab = hijackControls; }
void Start() { wc = GetComponent <WallClimb> (); // GameObject upTextGO = GameObject.Find("UpgradeText"); // upgradeText = upTextGO.GetComponent<Text>(); if (GetComponent <PlatformerCharacter2D>() != null) { isPlayer = true; Debug.Log("Setting up player for to gain things"); for (int i = 0; i < PlayerPrefs.GetInt("claws"); ++i) { Upgrade(BodyPart.Claws); } for (int i = 0; i < PlayerPrefs.GetInt("feet"); ++i) { Upgrade(BodyPart.Feet); } for (int i = 0; i < PlayerPrefs.GetInt("legs"); ++i) { Upgrade(BodyPart.Legs); } for (int i = 0; i < PlayerPrefs.GetInt("wings"); ++i) { Upgrade(BodyPart.Wings); } for (int i = 0; i < PlayerPrefs.GetInt("wingspan"); ++i) { Upgrade(BodyPart.WingSpan); } for (int i = 0; i < PlayerPrefs.GetInt("eyes"); ++i) { Upgrade(BodyPart.Eyes); } Debug.Log("Done setting up player"); } }
void Start() { gripScript = player.GetComponent <GripEdge>(); climbScript = player.GetComponent <WallClimb>(); playerScript = player.GetComponent <PlayerScript>(); }
void Start() { _rigidbody2D = GetComponent <Rigidbody2D>(); _wallClimb = GetComponent <WallClimb>(); }