// Use this for initialization void Start() { amIHoldingSomething = false; throwDelay = 0.2f; myPlayer = this.gameObject; myEnabledAbilities = myPlayer.GetComponent <EnabledAbilities> (); }
// Use this for initialization void Start() { playerObject = GameObject.FindGameObjectWithTag("Player"); myCooldownHandler = playerObject.GetComponent <CooldownFromAbilitiesHandler> (); myPlayerMovement = playerObject.GetComponent <Movement> (); myPlayerDirection = playerObject.GetComponent <DirectionFacing> (); myPlayerCollisionHandler = playerObject.GetComponentInChildren <MCCollisionNew> (); myPlayerEnabledAbilities = playerObject.GetComponent <EnabledAbilities> (); currentlyRolling = false; }
// Use this for initialization void Start() { myCollectedAbilities = GetComponent <CollectedAbilities> (); myEnabledAbilities = GetComponent <EnabledAbilities> (); myPlayerPrefsInteractor = GameObject.FindGameObjectWithTag("PlayerPrefsInteractor"); if (myPlayerPrefsInteractor != null) { myPlayerPrefsScript = myPlayerPrefsInteractor.GetComponent <PlayerPrefsInteractions> (); } }
// Use this for initialization void Start() { myDirectionScript = GetComponent <DirectionFacing> (); myRigidbody = GetComponent <Rigidbody> (); //myBoxCollider = GetComponent<BoxCollider2D> (); //playerspeed = 75.0f; //jumpForce = 80000.0f; canJump = true; isPlayerVelocitySet = false; singleJumpCountdown = 0f; myEnabledAbilitiesScript = GetComponent <EnabledAbilities> (); }
// Use this for initialization void Start() { playerObject = GameObject.FindGameObjectWithTag("Player"); myCooldownHandler = playerObject.GetComponent <CooldownFromAbilitiesHandler> (); myEnabledAbilities = playerObject.GetComponent <EnabledAbilities> (); }
// Use this for initialization void Start() { //myVectorForce = new Vector3 (0, floatForce, 0); myRigidbody = GetComponent <Rigidbody> (); myEnabledAbilities = GetComponent <EnabledAbilities> (); }
// Use this for initialization void Start() { myDirectionFacing = this.GetComponent <DirectionFacing> (); myEnabledAbilities = this.GetComponent <EnabledAbilities> (); }