private void Start() { AliveGameObject = transform.Find("Alive Player").gameObject; AnimationToStateMachine = AliveGameObject.GetComponent <PlayerAnimationToStateMachine>(); MyAnmator = AliveGameObject.GetComponent <Animator>(); MyRigidbody = AliveGameObject.GetComponent <Rigidbody2D>(); MySpriteRenderer = AliveGameObject.GetComponent <SpriteRenderer>(); MyBoxCollider2D = AliveGameObject.GetComponent <BoxCollider2D>(); MyRopeLineRenderer = AliveGameObject.GetComponent <LineRenderer>(); RopeJoint = AliveGameObject.GetComponent <DistanceJoint2D>(); DashDirectionIndicator = AliveGameObject.transform.Find("Dash Direction Indicator"); RopeHingeAnchor = AliveGameObject.transform.Find("Rope Hinge Anchor"); RopeHingeAnchorRigidbody = RopeHingeAnchor.GetComponent <Rigidbody2D>(); RopeHingeAnchorSpriteRenderer = RopeHingeAnchor.GetComponent <SpriteRenderer>(); Crosshair = AliveGameObject.transform.Find("Crosshair"); CrosshairSpriteRenderer = Crosshair.GetComponent <SpriteRenderer>(); InputHandler = GetComponent <PlayerInputHandler>(); FacingDirection = 1; // PLAYER Create and Invoke event for UI SkillManager.AddSkill(DashState); SkillManager.AddSkill(OnRopeStateAim); SkillManager.AddSkill(FireArrowShotStateStart); OnRopeStateFinish.ResetRope(); _playerHealthBar.SetMaxHealth(_playerStatsData.maxHealth); AliveGameObject.transform.position = FindObjectOfType <PlayerCheckpointManager>().LastCheckpoint; FiniteStateMachine.Initialize(IdleState); }
private void Start() { MyAnmator = GetComponent <Animator>(); MyRigidbody = GetComponent <Rigidbody2D>(); InputHandler = GetComponent <PlayerInputHandler>(); MyRopeLineRenderer = GetComponent <LineRenderer>(); RopeJoint = GetComponent <DistanceJoint2D>(); DashDirectionIndicator = transform.Find("Dash Direction Indicator"); RopeHingeAnchor = transform.Find("Rope Hinge Anchor"); RopeHingeAnchorRigidbody = RopeHingeAnchor.GetComponent <Rigidbody2D>(); RopeHingeAnchorSpriteRenderer = RopeHingeAnchor.GetComponent <SpriteRenderer>(); Crosshair = transform.Find("Crosshair"); CrosshairSpriteRenderer = Crosshair.GetComponent <SpriteRenderer>(); FacingDirection = 1; FiniteStateMachine.Initialize(IdleState); OnRopeStateFinish.ResetRope(); }