void Start() { ai = GetComponent <AIPath>(); aiTarget = GetComponent <AIDestinationSetter>(); impulseManager = GetComponent <CinemachineImpulseSource>(); preventer = GetComponentInChildren <PreventOverlap>(); }
private void Awake() { customCC_script = this.GetComponent <CustomCharacterController>(); Player_Animator = this.GetComponent <Animator>(); RecoilSource = this.GetComponent <CinemachineImpulseSource>(); defaultFireRate = FireRate; }
private void Start() { spriteRenderer = GetComponent <SpriteRenderer>(); impulse = GetComponent <CinemachineImpulseSource>(); _currentState = PlayerState.Grounded; wsTimeTRMV = wallSlideTimeToReachMaxVelocity; }
private void Awake() { _rb = GetComponent <Rigidbody>(); _player = FindObjectOfType <Player>(); _distance = _player.Power; _impulse = GetComponent <CinemachineImpulseSource>(); }
protected override void Awake() { base.Awake(); // TODO: this should come from an actor data object for this Rigidbody.isKinematic = true; Rigidbody.constraints = RigidbodyConstraints.FreezeRotation | RigidbodyConstraints.FreezePositionZ; GetComponent <AudioSource>().spatialBlend = 0.0f; _impulseSource = GetComponent <CinemachineImpulseSource>(); var repairPoints = _repairPointContainer.GetComponentsInChildren <RepairPoint>(); foreach (RepairPoint repairPoint in repairPoints) { repairPoint.Initialize(); repairPoint.RepairedEvent += RepairedEventHandler; // TODO: stacked damage goes in its own bucket _repairPoints.Add(repairPoint); } GameManager.Instance.StartUseChargingStationEvent += StartUseChargingStationEventHandler; GameManager.Instance.EndUseChargingStationEvent += EndUseChargingStationEventHandler; }
void Awake() { var initManager = EntityManager.Instance; impulseSource = GetComponent <CinemachineImpulseSource>(); LoadPrefabs(); }
void Start() { NotesManager m = FindObjectOfType <NotesManager>(); m.OnFailed.AddListener(Shake); impulseSource = GetComponent <CinemachineImpulseSource>(); }
private void Start() { rayCaster = GetComponentInChildren <PunchRayCaster>(); playerCam = FindObjectOfType <CinemachineVirtualCamera>(); impulseSource = GetComponent <CinemachineImpulseSource>(); animator = GetComponent <Animator>(); }
private void Start() { //if (screenTargets.Count == 0) //{ // Target[] targets = FindObjectsOfType<Target>(); // foreach(var t in targets) // { // screenTargets.Add(t.transform); // } //} input = GetComponent <PlayerController>(); Cursor.visible = false; anim = GetComponentInChildren <Animator>(); impulse = cameraFreelock.GetComponent <CinemachineImpulseSource>(); postVolume = Camera.main.GetComponent <PostProcessVolume>(); postProfile = postVolume.profile; swordOrigPos = sword.localPosition; swordOrigRot = sword.localEulerAngles; swordMesh = sword.GetComponentInChildren <MeshRenderer>(); swordMesh.enabled = false; cutplane.gameObject.SetActive(false); }
private void Awake() { anim = GetComponentInChildren <Animator>(); rbody = GetComponent <Rigidbody2D>(); col = GetComponent <BoxCollider2D>(); impulse = GetComponent <CinemachineImpulseSource>(); }
private void Start() { weapon.onHit.AddListener((target) => HitTarget(target)); movement = GetComponent <MovementInput>(); anim = GetComponent <Animator>(); camImpulseSource = Camera.main.GetComponent <CinemachineImpulseSource>(); }
void Start() { rend = GetComponent <Renderer>(); defaultMaterial = rend.material; impulseSource = GetComponent <CinemachineImpulseSource>(); rb = GetComponent <Rigidbody>(); }
private void Start() { if (GetComponent <CinemachineImpulseSource>() != null) { impulseSource = GetComponent <CinemachineImpulseSource>(); } }
private void Awake() { if (Instance == null) { Instance = this; } else { Destroy(gameObject); } animator = GetComponent <Animator>(); impulse = GetComponent <CinemachineImpulseSource>(); aimLine = gameObject.AddComponent <LineRenderer>(); aimLine.material = new Material(Shader.Find("Legacy Shaders/Particles/Additive")); aimLine.positionCount = 2; aimLine.startColor = aimLine.endColor = new Color(200, 200, 200, 50); aimLine.startWidth = aimLine.endWidth = 0.1f; Cursor.SetCursor(CursorTexture, Vector2.zero, CursorMode.Auto); speed = 25f; maxHealth = health = 10; }
protected override void Awake() { base.Awake(); _impulseSource = GetComponent <CinemachineImpulseSource>(); _afterImage = GetComponent <AfterImage>(); }
private void Awake() { _rgb = _abilityOwner.GetComponent <Rigidbody2D>(); _characterController = _abilityOwner.GetComponent <CharacterController2D>(); _player = _abilityOwner.GetComponent <Player>(); _impulseSource = GetComponent <CinemachineImpulseSource>(); }
void Start() { screenshake = GetComponent <CinemachineImpulseSource>(); rb = GetComponent <Rigidbody>(); anim = GetComponent <Animator>(); Cursor.lockState = CursorLockMode.Locked; }
private void Awake() { name = "Attack"; cooldown = chargeTime; charge = new Charge(maxCharge, chargeTime); playerLayerMask = 1 << 8 | 1 << 11; cinemachineImpulseSource = GetComponent <CinemachineImpulseSource>(); }
private void Start() { // add if !player don't shake unless BFG? // in order to share guns between enemies and player impulse = GetComponent <CinemachineImpulseSource>(); GetComponent <iWeapon>().OnFire += SendImpulse; }
void Start() { enemyManager = FindObjectOfType <EnemyManager>(); animator = GetComponent <Animator>(); enemyDetection = GetComponentInChildren <EnemyDetection>(); playerInput = GetComponent <PlayerInput>(); impulseSource = GetComponentInChildren <CinemachineImpulseSource>(); }
private void Initialize(ScoreCounter scoreCounter) { _scoreCounter = scoreCounter; _sourcePool = GetComponent <SourcePool>(); impulseSource = GetComponent <CinemachineImpulseSource>(); _initialScale = transform.localScale; _particleDuration = particlePrefab.main.duration; }
protected void Awake() { m_playerInfo = this.transform.root.GetComponent <PlayerInfo>(); m_playerCombo = this.transform.root.GetComponent <PlayerCombo>(); m_playerState = this.transform.root.GetComponent <PlayerState>(); m_collider = this.GetComponent <PolygonCollider2D>(); m_cinemachineImpulse = this.GetComponent <CinemachineImpulseSource>(); m_spineAnimCollider = this.GetComponent <SpineAnimCollider>(); }
void Start() { enemyManager = FindObjectOfType <EnemyManager>(); animator = GetComponent <Animator>(); enemyDetection = GetComponentInChildren <EnemyDetection>(); //movementInput = GetComponent<MovementInput>(); movementInput = GetComponent <ThirdPersonMovement>(); impulseSource = GetComponentInChildren <CinemachineImpulseSource>(); }
// Start is called before the first frame update void Start() { zoomOut = thirdPersonCam.m_Lens.FieldOfView; originalZoom = thirdPersonCam.m_Orbits[1].m_Radius; impulse = thirdPersonCam.GetComponent <CinemachineImpulseSource>(); fixedRotation.x = transform.rotation.x; comp = thirdPersonCam.GetRig(1).GetCinemachineComponent <CinemachineComposer>(); Cursor.visible = false; }
// Start is called before the first frame update protected override void Awake() { base.Awake(); acManager = GameObject.FindGameObjectWithTag("GameManager").GetComponent <ActionCountManager>(); sr = GetComponentInChildren <SpriteRenderer>(); mat = sr.material; impulse = GetComponent <CinemachineImpulseSource>(); }
private void Awake() { mainCamera = Camera.main; mainCamera.depthTextureMode |= DepthTextureMode.Depth; mainImpulseSource = mainCamera.GetComponent <CinemachineImpulseSource>(); radialBlurController = mainCamera.GetComponent <RadialBlurController>(); virtualMainCamera = FindObjectOfType <CinemachineVirtualCamera>(); DontDestroyOnLoad(virtualMainCamera); }
private void Start() { var systemSize = 2000; //PlayerPrefs.GetInt(InformationPanel.SYSTEM_SIZE_PREF, DEFAULT_SYSTEM_SIZE); var system = GetComponent <ParticleSystem>(); GravitySystem = new GravitySystem(system, systemSize); _bursts = new Burst[systemSize]; _soundMaker = GetComponent <SoundMaker>(); _impulseSource = GetComponent <CinemachineImpulseSource>(); }
void Start() { rb = GetComponent <Rigidbody2D>(); spriteRenderer = GetComponent <SpriteRenderer>(); impulse = GetComponent <CinemachineImpulseSource>(); wsParticlesEmissionModule = wallslideParticles.GetComponent <ParticleSystem>().emission; wsParticlesEmissionModule.enabled = false; currentState = PlayerState.Grounded; wsTimeTRMV = wallSlideTimeToReachMaxVelocity; }
public void Start() { impulseSource = GetComponent <CinemachineImpulseSource>(); ps = GetComponentInChildren <ParticleSystem>(); if (GetComponent <CinemachineImpulseSource>() != null) { impulseSource.GenerateImpulse(); } }
private void Awake() { //NPC.cs LevelEvent.onNoMask.AddListener(TakeDamage); LevelEvent.onCollide.AddListener(TakeDamage); //sceneloader.cs LevelEvent.onGetToLastScene.AddListener(ChangeSceneCost); source = GetComponent <CinemachineImpulseSource>(); }