// Wakes up required external scripts private void Awake() { _rigidBody = GetComponent <Rigidbody2D>(); _collider = GetComponent <Collider2D>(); _slideJump = GetComponent <PlayerWallJump>(); //Calculates and stores jump force heigh based on physics gravity and jump strength, which can be defined in Unity Inspector _jumpForce = calculateJumpForce(Physics2D.gravity.magnitude, _jumpStrength); }
// Start is called before the first frame update void Start() { rb = GetComponent <Rigidbody2D>(); pm = GetComponent <PlayerMovement>(); if (GetComponent <PlayerWallJump>() != null) { pwj = GetComponent <PlayerWallJump>(); } JumpKey = InputHandler.jump_key; }
int[] masks = new int[] { GROUND_LAYER, BLUE_LAYER, RED_LAYER, YELLOW_LAYER, GREEN_LAYER }; // 8, 9, 10, 11, 12 // Start is called before the first frame update void Start() { IgnoreLayer = 0; colour = Colour.Yellow; pm = GetComponent <PlayerMovement>(); if (GetComponent <PlayerWallJump>() != null) { pwj = GetComponent <PlayerWallJump>(); } }
//Cache currently used scripts to access as components private void Awake() { _movement = GetComponent <PlayerMovement>(); _jumping = GetComponent <PlayerJump>(); _slideJump = GetComponent <PlayerWallJump>(); _dash = GetComponent <PlayerDash>(); _attack = GetComponent <PlayerAttack>(); _groundPound = GetComponent <PlayerGroundPound>(); _paintBomb = GetComponent <PlayerPaintBomb>(); }
private void Awake() { animator = GetComponent <Animator>(); rb = GetComponent <Rigidbody2D>(); playerController = GetComponent <PlayerController>(); playerMovement = GetComponent <PlayerMovement>(); playerDash = GetComponent <PlayerDash>(); playerAttack = GetComponent <PlayerAttack>(); playerJump = GetComponent <PlayerJump>(); playerWallJump = GetComponent <PlayerWallJump>(); playerGroundPound = GetComponent <PlayerGroundPound>(); playerPaintBomb = GetComponent <PlayerPaintBomb>(); death = GetComponent <deathSystem>(); }
// Start is called before the first frame update void Start() { rb = GetComponent <Rigidbody2D>(); pm = GetComponent <PlayerMovement>(); if (GetComponent <PlayerWallJump>() != null) { pwj = GetComponent <PlayerWallJump>(); } AirDashCounter = 0; IsAirDashing = false; IsGroundDashing = false; shaderGUItext = Shader.Find("GUI/Text Shader"); // Shader for after-images when dashing DashKey = InputHandler.dash_key; JumpKey = InputHandler.jump_key; }