// Use this for initialization void Start() { rigidbody_player = GetComponent <Rigidbody2D>(); animator_player = gameObject.GetComponent <Animator> (); animator_head = GameObject.Find("player_head").GetComponent <Animator> (); animator_handR = GameObject.Find("player_handR").GetComponent <Animator> (); animator_handL = GameObject.Find("player_handL").GetComponent <Animator> (); animator_melee = GameObject.Find("player_melee_slot").GetComponent <Animator> (); animator_ranged = GameObject.Find("player_ranged_slot").GetComponent <Animator> (); player_action_receiver = GameObject.Find("player_action_receiver").GetComponent <BoxCollider2D> (); settings = GameObject.Find("Settings").GetComponent <Settings>(); inventory_setter = GameObject.Find("inventory_canvas").GetComponent <inventory_ui> (); hotbar = GameObject.Find("hotbar_slot").GetComponent <hotbar_controler> (); next_blink = Random.Range(3f, 7f); objective_canvas = GameObject.Find("objective_canvas").GetComponent <Canvas> (); hotbar_canvas = GameObject.Find("hotbar_canvas").GetComponent <Canvas> (); StartCoroutine(init_close_objective()); }
void Awake() { if (hotbar_controler.instance != null) { Destroy(this); } hotbar_controler.instance = this; }