protected override void Start() { base.Start(); state = GetComponent <WalkingState> (); if (state == null) { state = this.gameObject.AddComponent <WalkingState> (); } state.Construct(); camMotor = gameObject.AddComponent <CameraMotor> (); camMotor.Init(); camTransform = camMotor.CameraContainer; audioClips.Add(ARBlast); audioClips.Add(HGBlast); audioClips.Add(SGBlast); audioClips.Add(SwingSword); for (int i = 0; i < 14; i++) { GameObject go = Instantiate(placeParticle, wayPointObject.position, wayPointObject.rotation) as GameObject; go.SetActive(false); placeParticles.Add(go); } GameMasterObject.heroes.Add(transform); }
protected override void Start() { base.Start(); cameraMotor = gameObject.AddComponent <CameraMotor>(); cameraMotor.Init(); cameraTransform = cameraMotor.CameraContainer; }
protected override void Start() { base.Start(); state = gameObject.AddComponent<WalkingState>(); state.Construct(); camMotor = gameObject.AddComponent<CameraMotor>(); camMotor.Init(); camTransform = camMotor.CameraContainer; }
protected override void Start() { base.Start(); // Put walking state on player and then create it state = gameObject.AddComponent <WalkingState> (); state.Construct(); camMotor = gameObject.AddComponent <CameraMotor> (); camMotor.Init(); camTransform = camMotor.CameraContainer; }