private void Awake() { _grounded = GetComponent <PlayerGrounded>(); _input = GetComponent <PlayerInput>(); _animation = GetComponent <PlayerAnimationDelegator>(); _rigidbody = GetComponent <Rigidbody>(); }
void Start() { rb = this.GetComponent <Rigidbody2D>(); anim = this.GetComponent <Animator>(); pGrounded = this.GetComponent <PlayerGrounded>(); dust = this.GetComponent <PlayerDustFX>(); }
void Start() { pMovement = this.GetComponent <PlayerMovement>(); pGrounded = this.GetComponent <PlayerGrounded>(); torch = this.GetComponent <PlayerTorch>(); visionLight = GameManager.player.transform.Find("Vision Light").GetComponent <Light2D>(); anim = this.GetComponent <Animator>(); }
private void Awake() { _input = GetComponent <PlayerInput>(); _rigidbody = GetComponent <Rigidbody>(); _grounded = GetComponent <PlayerGrounded>(); _isSpawning = true; Physics.gravity = new Vector3(0, -_spawnFallSpeed, 0); }
public override void Enter() { playerDirection = StateMachine.GetComponent <PlayerDirection>(); playerGrounded = StateMachine.GetComponent <PlayerGrounded>(); StateMachine.AnimManager.PlayAnimation(AnimToPlay, playerDirection.CurDirection); playerDirection.DirectionChangedEvent += PlayerDirectionChangedEvent; playerGrounded.GroundStateChangedEvent += GroundedStateChangedEvent; }
private void Awake() { _input = GetComponent <PlayerInput>(); _grounded = GetComponent <PlayerGrounded>(); _animator = GetComponent <Animator>(); }
private void Awake() { _input = GetComponent <PlayerInput>(); _grounded = GetComponent <PlayerGrounded>(); _rigidbody = GetComponent <Rigidbody>(); }
private void Awake() { _grounded = GetComponent <PlayerGrounded>(); }