//void OnEnable() //{ // SceneManager.sceneLoaded += OnSceneLoaded; //} //void OnSceneLoaded(Scene scene, LoadSceneMode mode) //{ // enabled = false; // StartCoroutine(ResetEnabled()); //} //void OnDisable() //{ // SceneManager.sceneLoaded -= OnSceneLoaded; //} void Start() { //enabled = false; animator = GetComponent <Animator>(); spriteRenderer = GetComponent <SpriteRenderer>(); shaderGUItext = Shader.Find("GUI/Text Shader"); shaderSpritesDefault = Shader.Find("Sprites/Default"); playerPhysics = transform.parent; playerMovement = playerPhysics.GetComponent <PlayerMovement>(); playerInput = playerPhysics.GetComponent <PlayerInput>(); playerStatus = GetComponent <PlayerStatus>(); arrowSpawner = arrowSpawnerObject.GetComponent <ArrowSpawner>(); #region State Instances idle = new IdleState(this); crouch = new CrouchState(this); run = new RunState(this); jump = new JumpState(this); fall = new FallState(this); roll = new RollState(this); attack = new AttackState(this); bowAttack = new BowAttackState(this); land = new LandState(this); airAttack = new AirAttackState(this); crouchBowAttack = new CrouchBowAttackState(this); airBowAttack = new AirBowAttackState(this); hurt = new HurtState(this); climbLadder = new ClimbLadderState(this); pushBlock = new PushBlockState(this); blownUp = new BlownUpState(this); talking = new TalkingState(this); #endregion stateMachine = new PlayerStateMachine(idle); }
void Start() { arrowSpawner = transform.parent.GetComponent <ArrowSpawner>(); }