Example #1
0
    public void init()
    {
        // deprecated variables warnings:
        if (jumpForce != 0 && jumpHeight == 0) {
            Debug.LogError("PlayerController.jumpForce is deprecated. Use jumpHeight instead.");
            jumpHeight = jumpForce;
        }
        if (jumpDownwardForce != 0 && gravity == 0) {
            Debug.LogError("PlayerController.jumpDownwardForce is deprecated. Use gravity instead.");
            gravity = jumpDownwardForce;
        }
        // rigidbody should no longer use gravity, be kinematic, and freeze all constraints
        if (rigidbody != null) {
            if (rigidbody.useGravity) {
                Debug.LogError("The rigidbody no longer needs to use gravity. Disabling.");
                rigidbody.useGravity = false;
            }
            if (!rigidbody.isKinematic) {
                Debug.LogError("The rigidbody should be kinematic. Enabling.");
                rigidbody.isKinematic = true;
            }
            if (rigidbody.constraints != RigidbodyConstraints.FreezeAll) {
                Debug.LogError("The rigidbody should freeze all constraints. The PlayerController will take care of the physics.");
                rigidbody.constraints = RigidbodyConstraints.FreezeAll;
            }
        }

        cameraController = CameraController.instance;
        infiniteObjectGenerator = InfiniteObjectGenerator.instance;
        powerUpManager = PowerUpManager.instance;
        gameManager = GameManager.instance;
        if (attackType == AttackType.Projectile) {
            projectileManager = GetComponent<ProjectileManager>();
        }

        platformLayer = 1 << LayerMask.NameToLayer("Platform");
        floorLayer = 1 << LayerMask.NameToLayer("Floor");
        wallLayer = LayerMask.NameToLayer("Wall");
        obstacleLayer = LayerMask.NameToLayer("Obstacle");

        thisTransform = transform;
        capsuleCollider = GetComponent<CapsuleCollider>();
        playerAnimation = GetComponent<PlayerAnimation>();
        playerAnimation.init();

        startPosition = thisTransform.position;
        startRotation = thisTransform.rotation;

        slideData = new CoroutineData();
        stumbleData = new CoroutineData();
        forwardSpeeds.init();
        // determine the fastest and the slowest forward speeds
        forwardSpeeds.getMinMaxValue(out minForwardSpeed, out maxForwardSpeed);
        forwardSpeedDelta = maxForwardSpeed - minForwardSpeed;
        if (forwardSpeedDelta == 0) {
            playerAnimation.setRunSpeed(1, 1);
        }

        // make sure the coin magnet trigger is deactivated
        activatePowerUp(PowerUpTypes.CoinMagnet, false);

        reset();
        enabled = false;
    }