protected override void Initialize() { myRigidbody.freezeRotation = true; _input = GetComponent <CharacterInput>(); if (!_input) { _input = gameObject.AddComponent <CharacterInput>(); } }
private void Start() { _master = GetComponent <CharacterMaster>(); _input = GetComponent <CharacterInput>(); _sounds = GetComponent <CharacterSoundManager>(); _keys = new Dictionary <Direction, Key> { [Direction.Up] = new Key(_input.upKey, Direction.Up, Vector3.left, Vector3.forward, () => left.transform.position), [Direction.Left] = new Key(_input.leftKey, Direction.Left, Vector3.back, Vector3.left, () => down.transform.position), [Direction.Down] = new Key(_input.downKey, Direction.Down, Vector3.right, Vector3.back, () => right.transform.position), [Direction.Right] = new Key(_input.rightKey, Direction.Right, Vector3.forward, Vector3.right, () => up.transform.position), }; _currentTile = getTile(); _currentTile.isOccupied = true; }