void Start() { dashDistance = 0; dashWidth = 0.30f; this.duration = 0; dashTimer = 0; Vector2 mousePos = Camera.main.ScreenToWorldPoint(Input.mousePosition); float xDiff = mousePos.x - transform.position.x; float yDiff = mousePos.y - transform.position.y; dashDirection = getAngle(xDiff, yDiff); dashSpeed = dashDistance; faceMouse = transform.GetComponentInChildren <FaceMouse>(); faceMouse.enabled = true; idleAnimeState = dashing.GetCurrentAnimatorStateInfo(0).fullPathHash; moveVector = new Vector3(dashSpeed * Mathf.Cos(dashDirection), dashSpeed * Mathf.Sin(dashDirection), 0); dashing.enabled = true; boolSpin = false; boolDash = false; source = GetComponent <AudioSource>(); }
// Start is called before the first frame update void Start() { PlayerRigi = this.GetComponent <Rigidbody2D>(); PlayerAnimator = transform.GetComponent <Animator>(); vector = transform.localScale; faceMouse = transform.Find("AttackCollision").GetComponent <FaceMouse>(); }
// Start is called before the first frame update void Start() { playerMovement = GetComponent <PlayerMovement>(); playerShooting = GetComponent <PlayerShooting>(); faceMouse = GetComponent <FaceMouse>(); anim = GetComponent <Animator>(); currentHealth = health; }
void Start() { body = GetComponent <Rigidbody2D>(); speed = Vector2.zero; mouse = GetComponent <FaceMouse>(); anim = GetComponent <Animator>(); anim = Animations.GetComponent <Animator>(); spriteRender = Animations.GetComponent <SpriteRenderer>(); lastPosition = Vector3.zero; health = maxHealth; }
void Start() { playerSprite = GetComponent <SpriteRenderer>(); facemouse = arm.GetComponent <FaceMouse>(); experience = GetComponent <Experience>(); currentStamina = maxStamina; velocidadeOriginal = velocidade; rigid = GetComponent <Rigidbody2D> (); anim = GetComponent <Animator>(); playerAudio = GetComponent <AudioSource>(); playerHealth = GetComponent <PlayerHealth>(); Velocidade(); originalColor = this.gameObject.GetComponent <SpriteRenderer>().color; dashTime = dashReloadTime + experience.dashBonus; }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { faceMouse = GameObject.FindGameObjectWithTag("Player").transform.Find("AttackCollision").GetComponent <FaceMouse>(); }