// Use this for initialization void Awake() { int i = 1; if (PlayerMgr.Instance() == null) { return; } foreach (Player p in PlayerMgr.Instance().Players) { SmartPlatformCollider collider = p.GetComponent <SmartPlatformCollider>(); PlayerController controller = p.GetComponent <PlayerController>(); collider.enabled = false; controller.enabled = false; p.transform.position = GetSpawnPoint(i++); collider.enabled = true; controller.enabled = true; try { ProCamera2D.Instance.AddCameraTarget(p.transform); } catch (Exception e) { } } }
// Use this for initialization void Start() { m_ballParent = transform.Find("BallParent"); m_Rigidbody2D = GetComponent <Rigidbody2D>(); m_animator = GetComponent <Animator>(); m_SmartPlatformController = GetComponent <SmartPlatformController>(); m_BoxCollider2D = GetComponent <BoxCollider2D>(); SetState(eActorState.Idle); m_SmartPlatformCollider = GetComponent <SmartPlatformCollider>(); m_SmartPlatformCollider.OnSideCollision = OnSideCollisionDelegate; }
protected virtual void Start() { m_smartCollider = GetComponent <SmartPlatformCollider>(); m_smartCollider.OnSideCollision += OnSideCollision; m_savedOneWayCollisionDown = m_smartCollider.OneWayCollisionDown; m_prevPos = transform.position; // Automatically remove OneWayCollisionDown from layer collision in case user forgot to do that. // This allow player to move through OneWayCollisionDown ( or pass through) colliders in any direction but down. m_smartCollider.LayerCollision = m_smartCollider.LayerCollision & ~m_smartCollider.OneWayCollisionDown; // Same with climbing layers m_smartCollider.LayerCollision = m_smartCollider.LayerCollision & ~ClimbingLayers; }