void Awake()
        {
            if (damage == 0)
            {
                damage = 1;
            }

            if (animator == null)
            {
                animator = GetComponent <Animator>();
                if (animator == null)
                {
                    animator = GetComponentInParent <Animator>();
                }
            }

            if (AttackCollider == null)
            {
                AttackCollider = GetComponent <BoxCollider2D>();
            }

            if (AttackCollider == null)
            {
                throw new ArgumentNullException(nameof(AttackCollider));
            }

            if (damageablePlayer == null)
            {
                damageablePlayer = GetComponent <DamageablePlayer>();
                if (damageablePlayer == null)
                {
                    damageablePlayer = GetComponentInParent <DamageablePlayer>();
                }
            }
        }
Ejemplo n.º 2
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        // Start is called before the first frame update
        void Start()
        {
            Damageable = GetComponent <DamageablePlayer>();
            if (Damageable != null)
            {
                // Setting this because we cannot cast a property of an object, specifically we cannot cast the health object as player health to get and cast its innards.
                playerHealth = Damageable.playerHealth;

                // Subscribes to UpdateHp so UpdateHPPips will run when called.
                Damageable.UpdateHp += UpdateHPPips;
            }

            if (Hp_PipPool == null)
            {
                Hp_PipPool = GameObject.Find("HP_PipPool");
            }

            if (PipPad == null)
            {
                PipPad = GameObject.Find("PipPad");
            }


            PlayerCharacter = GetComponent <PlayerCharacter>();
            pipPrefab       = (GameObject)Resources.Load("Prefabs/Pip", typeof(GameObject));

            // Initializing PipPoolCap in start because DamageablePlayer is initialized in awake and that needs to be set up first
            PipPoolCap = Damageable.StartingHealth;
            // Call function which sets the default/saved values for each of the pip models
            Initialized.Invoke(Head, Arms, Chest, Legs);
            curTempDecayScale = new Vector3(1, 1, 1);

            // Sets the PipLinkedList
            InitializePipPool(playerHealth);

            InitializePipPadDisplay();

            if (Updated != null)
            {
                Updated.Invoke(Head, PipPadTextHolder, PipPadImageHolder);
                Updated.Invoke(Arms, PipPadTextHolder, PipPadImageHolder);
                Updated.Invoke(Chest, PipPadTextHolder, PipPadImageHolder);
                Updated.Invoke(Legs, PipPadTextHolder, PipPadImageHolder);
            }
        }