// Use this for initialization void Start() { rb2d = GetComponent <Rigidbody2D>(); actionSystem = GetComponent <PlayerActionSystem>(); playerAnimator = GetComponent <PlayerAnimator>(); // Calculate static values of forces here instead of FixedUpdate() so we // only calculate them once, as they never change. For optimsation. inAirMoveForce = moveForce * 0.5f; whileAttkMoveForce = moveForce * 0.4f; slowdownForce = moveForce; preBuffMaxSpeed = maxSpeed; maxSpeedInAir = maxSpeed * 0.7f; maxSpeedWhileAttk = maxSpeed * 0.5f; // Calculate the static vectors here instead of FixedUpdate() so we only // calculate them once, as they never change. For optimisation. bounceEnemyLeftV = new Vector2(1, 0.5f) * throwbackForce; bounceEnemyRightV = new Vector2(-1, 0.5f) * throwbackForce; slowdownLeft = Vector2.left * slowdownForce; slowdownRightV = Vector2.right * slowdownForce; moveLeftV = Vector2.left * moveForce; moveRightV = Vector2.right * moveForce; jumpV = new Vector2(0f, jumpForce); // Abilities actionSystem.Setup(moveLeftV, moveRightV); }
void Awake() { objectiveHealth = GetComponent <ObjectiveHealthSystem>(); playerHealth = GetComponent <PlayerHealthSystem>(); stateSystem = GetComponent <StateSystem>(); waveSystem = GetComponent <WaveSystem>(); playerAction = player1.GetComponent <PlayerActionSystem>(); enemies = new List <GameObject>(); deadBodies = new List <GameObject>(); }