Example #1
0
 public PlayerConfig(PlayerInput pi)
 {
     Input        = pi;
     Index        = pi.playerIndex;
     InputHandler = pi.gameObject.GetComponent <PlayerInputHandler>();
     IsReady      = false;
 }
    // Handle the player's death
    void Kill()
    {
        Debug.Log("killed");

        isDead = true;

        if (OnDeath != null)
        {
            OnDeath.Invoke();
        }

        if (Equals(this.gameObject.tag, "Player"))
        {
            // Disable any character control
            PlayerInputHandler inputHandler = GetComponent <PlayerInputHandler>();
            inputHandler.PlayerActionsEnabled  = false;
            inputHandler.PlayerMovementEnabled = false;

            // TODO: Play the death animation


            respawnManager.RespawnPlayer(CharacterPrefab);
        }
        else
        {
            Destroy(this.gameObject);
        }
    }
    void Start()
    {
        // fetch components on the same gameObject
        m_Controller = GetComponent <CharacterController>();
        DebugUtility.HandleErrorIfNullGetComponent <CharacterController, PlayerCharacterController>(m_Controller, this, gameObject);

        m_InputHandler = GetComponent <PlayerInputHandler>();
        DebugUtility.HandleErrorIfNullGetComponent <PlayerInputHandler, PlayerCharacterController>(m_InputHandler, this, gameObject);

        m_WeaponsManager = GetComponent <PlayerWeaponsManager>();
        DebugUtility.HandleErrorIfNullGetComponent <PlayerWeaponsManager, PlayerCharacterController>(m_WeaponsManager, this, gameObject);

        m_Health = GetComponent <Health>();
        DebugUtility.HandleErrorIfNullGetComponent <Health, PlayerCharacterController>(m_Health, this, gameObject);

        m_Actor = GetComponent <Actor>();
        DebugUtility.HandleErrorIfNullGetComponent <Actor, PlayerCharacterController>(m_Actor, this, gameObject);

        volume = Camera.main.GetComponent <PostProcessVolume>();

        m_Controller.enableOverlapRecovery = true;

        m_Health.onDie += OnDie;

        // force the crouch state to false when starting
        SetCrouchingState(false, true);
        UpdateCharacterHeight(true);
        hasGlasses = false;
    }
    void Start()
    {
        // fetch components on the same gameObject
        m_Controller = GetComponent <CharacterController>();
        DebugUtility.HandleErrorIfNullGetComponent <CharacterController, PlayerCharacterController>(m_Controller, this, gameObject);

        m_InputHandler = GetComponent <PlayerInputHandler>();
        DebugUtility.HandleErrorIfNullGetComponent <PlayerInputHandler, PlayerCharacterController>(m_InputHandler, this, gameObject);

        m_WeaponsManager = GetComponent <PlayerWeaponsManager>();
        DebugUtility.HandleErrorIfNullGetComponent <PlayerWeaponsManager, PlayerCharacterController>(m_WeaponsManager, this, gameObject);

        m_PlayerUpgradeManager = GetComponent <PlayerUpgradeManager>();
        DebugUtility.HandleErrorIfNullGetComponent <PlayerUpgradeManager, PlayerCharacterController>(m_PlayerUpgradeManager, this, gameObject);

        m_Health = GetComponent <Health>();
        DebugUtility.HandleErrorIfNullGetComponent <Health, PlayerCharacterController>(m_Health, this, gameObject);

        m_Controller.enableOverlapRecovery = true;

        m_Health.onDie += OnDie;

        if (isInvincible)
        {
            m_Health.invincible = true;
        }

        // force the crouch state to false when starting
        SetCrouchingState(false, true);
        UpdateCharacterHeight(true);

        isDead = false;
    }
    void Start()
    {
        timerActive = true;

        checkpoints.Add(transform.position);

        v.profile.TryGetSettings(out lensdis);
        v.profile.TryGetSettings(out vignett);
        v.profile.TryGetSettings(out chrome);

        // fetch components on the same gameObject
        m_Controller = GetComponent <CharacterController>();
        DebugUtility.HandleErrorIfNullGetComponent <CharacterController, PlayerCharacterController>(m_Controller, this, gameObject);

        m_InputHandler = GetComponent <PlayerInputHandler>();
        DebugUtility.HandleErrorIfNullGetComponent <PlayerInputHandler, PlayerCharacterController>(m_InputHandler, this, gameObject);

        wallRunComponent = GetComponent <WallRun>();

        m_Controller.enableOverlapRecovery = true;

        // force the crouch state to false when starting
        SetCrouchingState(false, true);
        UpdateCharacterHeight(true);
    }
    void Start()
    {
        // fetch components on the same gameObject
        //同じgameObjectでコンポーネントをフェッチします
        m_Controller = GetComponent <CharacterController>();
        DebugUtility.HandleErrorIfNullGetComponent <CharacterController, PlayerCharacterController>(m_Controller, this, gameObject);

        m_InputHandler = GetComponent <PlayerInputHandler>();
        DebugUtility.HandleErrorIfNullGetComponent <PlayerInputHandler, PlayerCharacterController>(m_InputHandler, this, gameObject);

        m_WeaponsManager = GetComponent <PlayerWeaponsManager>();
        DebugUtility.HandleErrorIfNullGetComponent <PlayerWeaponsManager, PlayerCharacterController>(m_WeaponsManager, this, gameObject);

        m_Health = GetComponent <Health>();
        DebugUtility.HandleErrorIfNullGetComponent <Health, PlayerCharacterController>(m_Health, this, gameObject);

        m_Actor = GetComponent <Actor>();
        DebugUtility.HandleErrorIfNullGetComponent <Actor, PlayerCharacterController>(m_Actor, this, gameObject);

        m_Controller.enableOverlapRecovery = true;

        m_Health.onDie += OnDie;

        // force the crouch state to false when starting
        //開始時にクラウチの状態をfalseに強制します
        SetCrouchingState(false, true);
        UpdateCharacterHeight(true);
    }
Example #7
0
 // Start is called before the first frame update
 void Start()
 {
     m_Monolith         = transform.Find("Monolith").gameObject;
     m_PlayerController = player.GetComponent <PlayerCharacterController>();
     m_InputHandler     = player.GetComponent <PlayerInputHandler>();
     blackOverlay.canvasRenderer.SetAlpha(0.0f);
 }
Example #8
0
 // Use this for initialization
 void Start()
 {
     playerInputHandler     = this.gameObject.AddComponent <PlayerInputHandler>();
     playerMovementHandler  = this.gameObject.AddComponent <PlayerMovementHandler>();
     playerAnimationHandler = this.gameObject.AddComponent <PlayerAnimationHandler>();
     playerShieldHandler    = GetComponent <PlayerShieldHandler>();
 }
    private void Start()
    {
        activeWeaponIndex   = -1;
        m_WeaponSwitchState = WeaponSwitchState.Down;

        m_InputHandler = GetComponent <PlayerInputHandler> ();
        DebugUtility.HandleErrorIfNullGetComponent <PlayerInputHandler, PlayerWeaponsManager> (m_InputHandler, this, gameObject);

        m_PlayerCharacterController = GetComponent <PlayerCharacterController> ();
        DebugUtility.HandleErrorIfNullGetComponent <PlayerCharacterController, PlayerWeaponsManager> (m_PlayerCharacterController, this, gameObject);

        m_PlayerWalkController = GetComponent <PlayerWalkController> ();
        DebugUtility.HandleErrorIfNullGetComponent <PlayerWalkController, PlayerWeaponsManager> (m_PlayerWalkController, this, gameObject);

        SetFOV(defaultFOV);

        onSwitchedToWeapon += OnWeaponSwitched;

        // Add starting weapons
        foreach (var weapon in startingWeapons)
        {
            AddWeapon(weapon);
        }
        SwitchWeapon(true);
    }
    void Start()
    {
        //TODO Player spawned based on lanes
        //Instantiate the car and set up the components necessary for input etc.
        GameObject playerCar = Instantiate(playerCarPrefab, new Vector3(0f, 0.5f, -10f), Quaternion.identity) as GameObject;

        lightController.PlayerSpotlight = playerCar.GetComponentInChildren <Light> ();
        playerCarObj = playerCar;
        inputHandler = playerCar.GetComponent <PlayerInputHandler> ();

        //Set the transforms for the playerCam and currentCam for use in the Change camera functions
        playerCamTransform  = playerCamera.transform;
        currentCamTransform = introCam;

        cameraChangeTime = 1.0f;


        gameStartTime = Time.time;         //Keeping track of the zone time etc.

        /**********
        * BuddyCheck here for DoomSayer
        *  /*********/
        foreach (PlayerBuddy buddy in playerBuddies)
        {
            if (buddy.buddyCheck(BuddySkillEnum.Doomsayer))
            {
                player_isUsingDoomsayer      = true;
                buddy_doomsayerFrequency     = buddy.doomsayer_speechBubbleFrequency;
                buddy_doomsayerTimeUntilNext = buddy.doomsayer_speechBubbleFrequency;
            }
        }

        //Start the scene by zooming out from the car
        StartCoroutine(startIntro(topCam));
    }
Example #11
0
			/// <summary>
			/// Creates the Bubble Jump Power Command
			/// </summary>
			/// <param name="PowerUser">Object which uses the power</param>
			public BubbleJumpPowerCommand (GameObject PowerUser)
			{
				CC2D = PowerUser.GetComponent<CharacterController2D>();			
				PIH = PowerUser.GetComponent<PlayerInputHandler>();
				A = PowerUser.GetComponent<Animator>();
				BB = PowerUser.GetComponent<ButtBubbles>();
			}
Example #12
0
    void Start()
    {
        m_PlayerInputsHandler = FindObjectOfType <PlayerInputHandler>();
        DebugUtility.HandleErrorIfNullFindObject <PlayerInputHandler, InGameMenuManager>(m_PlayerInputsHandler, this);

        m_PlayerHealth = m_PlayerInputsHandler.GetComponent <Health>();
        DebugUtility.HandleErrorIfNullGetComponent <Health, InGameMenuManager>(m_PlayerHealth, this, gameObject);

        m_FramerateCounter = FindObjectOfType <FramerateCounter>();
        DebugUtility.HandleErrorIfNullFindObject <FramerateCounter, InGameMenuManager>(m_FramerateCounter, this);

        menuRoot.SetActive(false);

        lookSensitivitySlider.value = m_PlayerInputsHandler.lookSensitivity;
        lookSensitivitySlider.onValueChanged.AddListener(OnMouseSensitivityChanged);

        shadowsToggle.isOn = QualitySettings.shadows != ShadowQuality.Disable;
        shadowsToggle.onValueChanged.AddListener(OnShadowsChanged);

        invincibilityToggle.isOn = m_PlayerHealth.invincible;
        invincibilityToggle.onValueChanged.AddListener(OnInvincibilityChanged);

        framerateToggle.isOn = m_FramerateCounter.uiText.gameObject.activeSelf;
        framerateToggle.onValueChanged.AddListener(OnFramerateCounterChanged);
    }
    void Start()
    {
        // fetch components on the same gameObject
        m_Controller = GetComponent <CharacterController>();
        // DebugUtility.HandleErrorIfNullGetComponent<CharacterController, PlayerCharacterController>(m_Controller, this, gameObject);

        m_InputHandler = GetComponent <PlayerInputHandler>();
        // DebugUtility.HandleErrorIfNullGetComponent<PlayerInputHandler, PlayerCharacterController>(m_InputHandler, this, gameObject);

        m_WeaponsManager = GetComponent <PlayerWeaponsManager>();
        // DebugUtility.HandleErrorIfNullGetComponent<PlayerWeaponsManager, PlayerCharacterController>(m_WeaponsManager, this, gameObject);

        m_Health = GetComponent <Health>();
        // DebugUtility.HandleErrorIfNullGetComponent<Health, PlayerCharacterController>(m_Health, this, gameObject);

        m_Actor = GetComponent <Actor>();
        // DebugUtility.HandleErrorIfNullGetComponent<Actor, PlayerCharacterController>(m_Actor, this, gameObject);

        m_Animator = GetComponent <Animator>();

        network = GameObject.FindObjectOfType <NetworkSocket1>();

        m_Controller.enableOverlapRecovery = true;

        m_Health.onDie += OnDie;

        // force the crouch state to false when starting
        SetCrouchingState(false, true);
        UpdateCharacterHeight(true);
    }
    void Start()
    {
        input = GetComponent <PlayerInputHandler>();
        characterController = GetComponent <PlayerCharacterController>();

        input.OnMeleeInputDown.AddListener(MeleeAttack);
    }
    void Start()
    {
        // fetch components on the same gameObject
        m_Controller = GetComponent <CharacterController>(); //Important
        //DebugUtility.HandleErrorIfNullGetComponent<CharacterController, PlayerCharacterController>(m_Controller, this, gameObject);

        m_InputHandler = GetComponent <PlayerInputHandler>(); //Important
        // DebugUtility.HandleErrorIfNullGetComponent<PlayerInputHandler, PlayerCharacterController>(m_InputHandler, this, gameObject);

        m_WeaponsManager = GetComponent <PlayerWeaponsManager>(); //Important ps tout suite
        //DebugUtility.HandleErrorIfNullGetComponent<PlayerWeaponsManager, PlayerCharacterController>(m_WeaponsManager, this, gameObject);

        m_Health = GetComponent <Health>(); //Important
        //DebugUtility.HandleErrorIfNullGetComponent<Health, PlayerCharacterController>(m_Health, this, gameObject);

        //m_Actor = GetComponent<Actor>();
        //DebugUtility.HandleErrorIfNullGetComponent<Actor, PlayerCharacterController>(m_Actor, this, gameObject);

        m_Controller.enableOverlapRecovery = true;

        m_Health.onDie += OnDie;

        // force the crouch state to false when starting
        SetCrouchingState(false, true); //Important
        UpdateCharacterHeight(true);    //Important
    }
Example #16
0
 /// <summary>
 /// Creates the Bubble Jump Power Command
 /// </summary>
 /// <param name="PowerUser">Object which uses the power</param>
 public BubbleJumpPowerCommand(GameObject PowerUser)
 {
     CC2D = PowerUser.GetComponent <CharacterController2D>();
     PIH  = PowerUser.GetComponent <PlayerInputHandler>();
     A    = PowerUser.GetComponent <Animator>();
     BB   = PowerUser.GetComponent <ButtBubbles>();
 }
Example #17
0
    void Start()
    {
        // fetch components on the same gameObject
        m_Controller = GetComponent <CharacterController>();
        DebugUtility.HandleErrorIfNullGetComponent <CharacterController, PlayerCharacterController>(m_Controller, this, gameObject);

        m_InputHandler = GetComponent <PlayerInputHandler>();
        DebugUtility.HandleErrorIfNullGetComponent <PlayerInputHandler, PlayerCharacterController>(m_InputHandler, this, gameObject);

        m_WeaponsManager = GetComponent <PlayerWeaponsManager>();
        DebugUtility.HandleErrorIfNullGetComponent <PlayerWeaponsManager, PlayerCharacterController>(m_WeaponsManager, this, gameObject);

        m_Health = GetComponent <Health>();
        DebugUtility.HandleErrorIfNullGetComponent <Health, PlayerCharacterController>(m_Health, this, gameObject);

        m_Actor = GetComponent <Actor>();
        DebugUtility.HandleErrorIfNullGetComponent <Actor, PlayerCharacterController>(m_Actor, this, gameObject);

        wallRunComponent = GetComponent <WallRun>();

        m_Controller.enableOverlapRecovery = true;

        m_Health.onDie += OnDie;

        //defualt state
        state = State.Normal;

        // force the crouch state to false when starting
        SetCrouchingState(false, true);
        UpdateCharacterHeight(true);
    }
    void FetchPlayer()
    {
        GameObject[] players = GameObject.FindGameObjectsWithTag("Player");

        foreach (GameObject player in players)
        {
            PlayerInputHandler playerInput = player.GetComponent <PlayerInputHandler>();

            if (playerInput != null)  //players should always have a player input components

            {
                if (playerInput.controllerNumber == playerNumber)
                {
                    target = player.GetComponent <StatsHandler>();

                    if (target == null)
                    {
                        Debug.Log("ERROR - Player " + playerNumber + " does not have a StatsHandler!");
                    }
                }
            }
            else
            {
                Debug.Log("ERROR - Player does not have an input component!");
            }
        }
    }
Example #19
0
    void Start()
    {
        // fetch components on the same gameObject
        m_Controller = GetComponent <CharacterController>();
        DebugUtility.HandleErrorIfNullGetComponent <CharacterController, PlayerCharacterController>(m_Controller, this, gameObject);

        m_InputHandler = GetComponent <PlayerInputHandler>();
        DebugUtility.HandleErrorIfNullGetComponent <PlayerInputHandler, PlayerCharacterController>(m_InputHandler, this, gameObject);

        m_WeaponsManager = GetComponent <PlayerWeaponsManager>();
        DebugUtility.HandleErrorIfNullGetComponent <PlayerWeaponsManager, PlayerCharacterController>(m_WeaponsManager, this, gameObject);

        m_Health = GetComponent <Health>();
        DebugUtility.HandleErrorIfNullGetComponent <Health, PlayerCharacterController>(m_Health, this, gameObject);

        m_Actor = GetComponent <Actor>();
        DebugUtility.HandleErrorIfNullGetComponent <Actor, PlayerCharacterController>(m_Actor, this, gameObject);

        m_Controller.enableOverlapRecovery = true;

        m_Health.onDie += OnDie;

        stanceHUD = GameObject.Find("GameManager/GameHUD").GetComponent <StanceHUD>();

        CameraGameObject = GameObject.FindGameObjectWithTag("MainCamera");

        playerCamera = CameraGameObject.GetComponent <Camera>();

        // force the crouch state to false when starting
        SetCrouchingState(false, false, true);
        UpdateCharacterHeight(true);
    }
Example #20
0
 // Use this for initialization
 void Start()
 {
     handler = this;
     body    = GetComponent <Rigidbody2D>();
     anim    = GetComponent <Animator>();
     t       = GetComponent <Transform>();
 }
    void Start()
    {
        // Add key types to key dictionary
        foreach (Key.KeyType key in Enum.GetValues(typeof(Key.KeyType)))
        {
            keys.Add(key, 0);
        }

        // fetch components on the same gameObject
        m_Controller          = GetComponent <CharacterController>();
        m_InputHandler        = GetComponent <PlayerInputHandler>();
        playerFootstepEmitter = GetComponent <PlayerFootstepEmitter>();

        m_Controller.enableOverlapRecovery = true;

        // force the crouch state to false when starting
        SetCrouchingState(false, true);
        UpdateCharacterHeight(true);

        // disable interaction prompt until we need it.
        interactText.text = "You aren't supposed to see this text!";
        interactText.gameObject.SetActive(false);

        keyCountText.text = "0";
        keyCountText.gameObject.SetActive(false);
    }
    void Start()
    {
        // fetch components on the same gameObject
        m_Controller = GetComponent <CharacterController> ();
        DebugUtility.HandleErrorIfNullGetComponent <CharacterController, PlayerCharacterController> (m_Controller, this, gameObject);

        m_ClimbController = GetComponent <PlayerClimbController> ();
        DebugUtility.HandleErrorIfNullGetComponent <PlayerClimbController, PlayerCharacterController> (m_ClimbController, this, gameObject);

        m_WalkController = GetComponent <PlayerWalkController> ();
        DebugUtility.HandleErrorIfNullGetComponent <PlayerWalkController, PlayerCharacterController> (m_WalkController, this, gameObject);

        m_InputHandler = GetComponent <PlayerInputHandler> ();
        DebugUtility.HandleErrorIfNullGetComponent <PlayerInputHandler, PlayerCharacterController> (m_InputHandler, this, gameObject);

        m_WeaponsManager = GetComponent <PlayerWeaponsManager> ();
        DebugUtility.HandleErrorIfNullGetComponent <PlayerWeaponsManager, PlayerCharacterController> (m_WeaponsManager, this, gameObject);

        m_Health = GetComponent <Health> ();
        DebugUtility.HandleErrorIfNullGetComponent <Health, PlayerCharacterController> (m_Health, this, gameObject);

        m_Actor = GetComponent <Actor> ();
        DebugUtility.HandleErrorIfNullGetComponent <Actor, PlayerCharacterController> (m_Actor, this, gameObject);

        mainCamera      = Camera.main;
        interactionText = GameObject.Find("InteractionCanvas/InteractionText").GetComponent <Text> ();

        m_Health.onDie += OnDie;

        // force the crouch state to false when starting
        SetCrouchingState(false, true);
    }
Example #23
0
 public void SetInputHandler(PlayerInputHandler inp)
 {
     input = inp;
     if (inGame)
     {
         input.SetInputBlock(false);
     }
 }
Example #24
0
 void Start()
 {
     m_Actor        = GetComponent <Actor>();
     m_Controller   = GetComponent <CharacterController>();
     m_InputHandler = GetComponent <PlayerInputHandler>();
     m_Controller.enableOverlapRecovery = true;
     UpdateCharacterHeight(true);
 }
Example #25
0
    private void Start()
    {
        cvc = GameObject.Find("Player Camera").GetComponent <CinemachineVirtualCamera>();

        inputHandler = GetComponent <PlayerInputHandler>();

        levelLoader = FindObjectOfType <LevelLoader>();
    }
 void Start()
 {
     characterController = GetComponent <CharacterController>();
     m_InputHandler      = GetComponent <PlayerInputHandler>();
     // Lock cursor
     Cursor.lockState = CursorLockMode.Locked;
     Cursor.visible   = false;
 }
Example #27
0
    //protected FSM locomotionFsm;

    public PlayerState(PlayerController playerEntity)
    {
        this.playerEntity = playerEntity;

        playerInput  = playerEntity.PlayerInputHandler;
        controller2D = playerEntity.controller2D;
        playerMove   = playerEntity.playerMoveProperties;
    }
Example #28
0
 // Start is called before the first frame update
 void Start()
 {
     m_ShotSound    = GetComponent <AudioSource>();
     m_InputHandler = GetComponent <PlayerInputHandler>();
     m_RigidBody2D  = GetComponent <Rigidbody2D>();
     m_wantsToShoot = false;
     nextFire       = 0.0f;
 }
Example #29
0
    private void Start()
    {
        rb       = GetComponent <Rigidbody2D>();
        input    = GetComponent <PlayerInputHandler>();
        sprite   = GetComponent <SpriteRenderer>();
        animator = GetComponent <Animator>();

        input.OnRollInputDown.AddListener(TryRoll);
    }
Example #30
0
 void Start()
 {
     inputHandler = new PlayerInputHandler(
         new CommandMove(0, Definition.ONE_BLOCK_DIST),
         new CommandMove(-1 * Definition.ONE_BLOCK_DIST, 0),
         new CommandMove(Definition.ONE_BLOCK_DIST, 0),
         new CommandMove(0, -1 * Definition.ONE_BLOCK_DIST)
         );
 }
Example #31
0
    // Start is called before the first frame update
    void Start()
    {
        CurrentAmmo         = ClipSize; //automatically set player's ammo as full at the start
        input               = GetComponent <PlayerInputHandler>();
        characterController = GetComponent <PlayerCharacterController>();
        animator            = GetComponent <Animator>();

        input.OnShootInputDown.AddListener(TryShoot);
    }
 protected override void Initialize()
 {
     // TODO: Add your initialization logic here
     AssetBufferer.BufferImages(this.Content);
     this.character = new CharacterEntity(this.GraphicsDevice);
     this.characterAnimator = new CharacterAnimator(this.character);
     this.inputHandler = new PlayerInputHandler(this.character);
     this.fallingStuffAnimator = new FallingStuffAnimator();
     this.collisionHandler = new CollisionHandler(this.character, this.fallingStuffAnimator.fallingEntites);
     this.graphics.PreferredBackBufferWidth = Globals.GLOBAL_WIDTH;
     this.graphics.PreferredBackBufferHeight = Globals.GLOBAL_HEIGHT;
     this.graphics.ApplyChanges();
     base.Initialize();
 }
Example #33
0
    /// <summary>
    /// Creates the Bubble Jump Power Command
    /// </summary>
    /// <param name="PowerUser">Object which uses the power</param>
    public SugarBrickPowerCommand(GameObject PowerUser) {
        CC2D = PowerUser.GetComponent<CharacterController2D>();
		PIH = PowerUser.GetComponent<PlayerInputHandler>();
    }
Example #34
0
	// Use this for initialization
	void Start () {
        playerRef = GameObject.FindGameObjectWithTag("Player");
        rotTarget.rotation = playerRef.transform.rotation;
        InputHandler = playerRef.GetComponent<PlayerInputHandler>();
        bNeedsReset = false;
	}
Example #35
0
    public void Use(PlayerInputHandler playerInputHandler) {
        _playerInputHandler = playerInputHandler;

        _isUsing = true;
    }
Example #36
0
	// Use this for initialization
	void Start () {
        InputHandler = GetComponent<PlayerInputHandler>();
        controller = GetComponentInChildren<CharacterController>();
	}
Example #37
0
 /// <summary>
 /// Creates the Candy Spitting  Power Command
 /// </summary>
 /// <param name="PowerUser">Object which uses the power</param>
 public CandySpittingPowerCommand(GameObject PowerUser) {
     CC2D = PowerUser.GetComponent<CharacterController2D>();
     PIH = PowerUser.GetComponent<PlayerInputHandler>();
 }