void Start() { pStatus = GetComponent <AXD_PlayerStatus>(); charac = GetComponent <ALR_CustomCharacterController>(); cData = GetComponent <ALR_CharacterData>(); sManager = FindObjectOfType <AXD_ScoreManager>(); mInput = FindObjectOfType <ALR_MenuInputHandler>(); dCheckPoints = FindObjectOfType <ALR_DebugCheckPoints>(); soundManager = GetComponent <ALR_SoundManager>(); }
// Start is called before the first frame update private void Awake() { soundManager = FindObjectOfType <ALR_SoundManager>(); activated = false; anim = GetComponent <Animator>(); RaycastHit2D hit = Physics2D.Raycast(transform.position, Vector2.down, Mathf.Infinity, LayerMask.GetMask("TempleGround")); //Debug.Log("This : " + this.name + " Collider : " + hit.collider + "\nDistance : " + hit.distance); YGround = hit.distance; }
private void Awake() { knockBackTime = 0; wallJumped = false; pStatus = GetComponent<AXD_PlayerStatus>(); animator = GetComponent<Animator>(); cData = GetComponent<ALR_CharacterData>(); myCollider = GetComponent<BoxCollider2D>(); pConfig = GameObject.FindObjectOfType<ALR_PhysicsConfig>(); pInput = GetComponent<ALR_PlayerInputHandler>(); soundManager = GetComponent<ALR_SoundManager>(); myTransform = GetComponent<Transform>(); pInput.lockInput = true; spawning = true; }
private void Awake() { cData = GetComponent <ALR_CharacterData>(); anim = GetComponent <Animator>(); pInput = GetComponent <ALR_PlayerInputHandler>(); pController = GetComponent <ALR_CustomCharacterController>(); soundManager = FindObjectOfType <ALR_SoundManager>(); deaths = 0; dead = false; LastCheckpoint = this.transform.position; mainCamera.transform.position = transform.position; invincibilityCoolDown = 1f; invincible = Time.deltaTime; LivingWorld = true; HealthPoint = MaxHealthPoint; Corn = 0; Cacao = 0; }
// Start is called before the first frame update void Start() { sentences = new Queue <string>(); soundManager = GameObject.FindObjectOfType <ALR_SoundManager>(); }