void Start() { seo = (SceneEntityObject)KBEngineApp.app.player().renderObj; if(seo != null) { if(seo.gameObject != null && seo.gameObject != transform.gameObject) { Transform parent = transform.parent; seo.gameObject.transform.rotation = transform.rotation; UnityEngine.GameObject.Destroy(transform.gameObject); seo.gameObject.transform.parent = parent; seo.gameObject.name = "entity"; seo.gameObject.layer = LayerMask.NameToLayer("kbentity"); this.transform.gameObject.layer = LayerMask.NameToLayer("kbentity"); seo.gameObject.tag = "Player"; } if(seo.gameObject != null && seo.gameObject == transform.gameObject) instance = this; } }
void Start() { seo = (SceneEntityObject)KBEngineApp.app.player().renderObj; if (seo != null) { if (seo.gameObject != null && seo.gameObject != transform.gameObject) { Transform parent = transform.parent; seo.gameObject.transform.rotation = transform.rotation; UnityEngine.GameObject.Destroy(transform.gameObject); seo.gameObject.transform.parent = parent; seo.gameObject.name = "entity"; seo.gameObject.layer = LayerMask.NameToLayer("kbentity"); this.transform.gameObject.layer = LayerMask.NameToLayer("kbentity"); seo.gameObject.tag = "Player"; } if (seo.gameObject != null && seo.gameObject == transform.gameObject) { instance = this; } } }
public CharacterState currentState; // this is its current (animation) state void Awake() { instance = this; }
private void Awake() { RPG_Animation.instance = this; }