void Awake() { rpgCharacterMovementController = GetComponent <RPGCharacterMovementControllerFREE>(); rpgCharacterWeaponController = GetComponent <RPGCharacterWeaponControllerFREE>(); rpgCharacterInputController = GetComponent <RPGCharacterInputControllerFREE>(); animator = GetComponentInChildren <Animator>(); if (animator == null) { Debug.LogError("ERROR: There is no animator for character."); Destroy(this); } if (target == null) { Debug.LogError("ERROR: There is no target set for character."); Destroy(this); } ikHands = GetComponent <IKHandsFREE>(); //Set for starting Unarmed state. weapon = Weapon.UNARMED; animator.SetInteger("Weapon", 0); animator.SetInteger("WeaponSwitch", -1); }
void Awake() { rpgCharacterController = GetComponent <RPGCharacterControllerFREE>(); rpgCharacterMovementController = GetComponent <RPGCharacterMovementControllerFREE>(); }
// Start is called before the first frame update void Start() { InvokeRepeating("Attack", 1f, Random.Range(0.25f, 5f)); rpgCharacterController = GetComponent <RPGCharacterControllerFREE>(); rpgCharacterMovementController = GetComponent <RPGCharacterMovementControllerFREE>(); }