void Start() { stateController = GameObject.FindWithTag("Player").GetComponent<TurtleStateController>(); forceVector = transform.forward * magnitude; particleSystem = GetComponent<ParticleSystem>(); particleSystem.Play(); }
void Start() { player = GameObject.FindWithTag("Player"); playerStateController = player.GetComponent<TurtleStateController>(); particleSystem = GetComponent<ParticleSystem>(); }
void Awake() { player = GameObject.FindWithTag("Player"); turtleController = player.GetComponent<TurtleController>(); playerStateController = player.GetComponent<TurtleStateController>(); playerMovementController = player.GetComponent<TurtleMovementController>(); waterSurfaceLevel = playerStateController.WaterSurfaceLevel(); }
void Start() { anim = GetComponent<Animator>(); col = GetComponent<CapsuleCollider>(); controller = GetComponent<CharacterController>(); followingFish = GetComponent<FollowingFish>(); barrierController = GetComponent<BarrierController>(); stateController = GetComponent<TurtleStateController>(); speedInMedium = 16.5f; minSpeedInMedium = 16.5f; maxSpeedInMedium = 20f; targetSpeedInMedium = 16.5f; currentlyAccelerating = false; initialMinimumSpeed = minSpeedInMedium; // FIXME remove the barriers stuff if (sequentialBarriers.Count > 0){ nextBarrier = sequentialBarriers[0]; nextBarrierInstance = barrierController.getBarrierInstanceFromBarrierGameObject(nextBarrier); } }
void Start() { animator = GetComponent<Animator>(); capsuleCollider = GetComponent<CapsuleCollider>(); characterController = GetComponent<CharacterController>(); stateController = GetComponent<TurtleStateController>(); currentDragCoefficientInWater = lowSpeedDragCoefficientInWater; dragDampener = minimumDragDampener; maximumSwimSpeed = defaultMaximumSwimSpeed; }