void Start() { GetDefaultBindings(); SetDefaultBindings(); characterMovement2D = GetComponent <CharacterMovement2D>(); characterCombat2D = GetComponent <CharacterCombat2D>(); characterAbilities2D = GetComponent <CharacterAbilities2D>(); }
protected virtual void Awake() { animator = GetComponent <Animator>(); characterMovement = GetComponent <CharacterMovement2D>(); damageable = GetComponent <IDamageable>(); if (damageable != null) { damageable.OnDeath += OnDeath; } }
IEnumerator Teleport(float delay, GameObject beingTeleported) { CharacterMovement2D playerMovement = beingTeleported.GetComponent <CharacterMovement2D>(); playerMovement.enabled = false; SoundManager.PlaySound("Teleport"); yield return(new WaitForSeconds(delay)); beingTeleported.transform.position = new Vector2(portal.transform.position.x, portal.transform.position.y); playerMovement.enabled = true; }
private void OnCollisionEnter2D(Collision2D collision) { CharacterMovement2D charMove2D = null; charMove2D = collision.gameObject.GetComponentInParent <CharacterMovement2D>(); if (charMove2D != null) { charMove2D.SetSurface(m_GroundSurface); } }
// Start is called before the first frame update void Start() { playerMovement = GetComponent <CharacterMovement2D>(); playerInput = GetComponent <PlayerInput>(); playerFacing = GetComponent <CharacterFacing2D>(); damageable = GetComponent <IDamageable>(); damageable.OnDeath += OnDeath; //TODO: Criar sistema para trocar weapon em runtime if (weaponObject) { Weapon = weaponObject.GetComponent <IWeapon>(); } }
// Use this for initialization void Start() { movement2D = GetComponent <CharacterMovement2D>(); sprite = GetComponent <SpriteRenderer>(); }