void Start() { _animator = GetComponent <Animator>(); _spriteRenderer = GetComponent <SpriteRenderer>(); _gravityEntity = this.gameObject.GetComponentInAncestry <GravityEntity>(); }
void Start() { _collisionHandler = GetComponent<CollisionHandler>(); _collisionHandler.OnVerticalCollision += OnVerticalCollision; _gravityEntity = GetComponent<GravityEntity>(); _gravityEntity.AfterGravity += HandleUpdate; _gravityEntity.Die += Die; }
void Start() { _gravityEntity = GetComponent <GravityEntity>(); direction = new Vector2(-Random.value / 5f, Random.value / 5f); _gravityEntity.velocity = direction; StartCoroutine(KillYoself()); }
void Start() { _animator = GetComponentInChildren <Animator>(); _collisionHandler = GetComponent <CollisionHandler>(); _collisionHandler.OnVerticalCollision += HandleVerticalCollision; _gravityEntity = GetComponent <GravityEntity>(); _gravityEntity.Hit += DamagePlayer; _gravityEntity.Die += OnDeath; }
void Start() { _animator = GetComponent <Animator>(); _spriteRenderer = GetComponent <SpriteRenderer>(); _collisionHandler = GetComponent <CollisionHandler>(); _collisionHandler.OnHorizontalCollision += OnWallCollision; _gravityEntity = GetComponent <GravityEntity>(); _gravityEntity.Die += Die; _gravityEntity.velocity.x = MoveSpeed; }
void Start() { _spriteRenderer = GetComponent <SpriteRenderer>(); _gravityEntity = GetComponent <GravityEntity>(); _gravityEntity.AfterGravity += DoStuff; }
void Start() { _children = new List <GameObject>(childCount); _gravityEntity = GetComponent <GravityEntity>(); _gravityEntity.Hit += Die; }