void Start() { myInputComponent = GetComponent(typeof(IGetPlayerInput)) as IGetPlayerInput; rigidbody = GetComponent <Rigidbody2D>(); myInput = new PlayerInput(); ball = GameObject.FindGameObjectWithTag("Ball"); ballCol = ball.GetComponent <Collider2D>(); ballRigidbody = ball.GetComponent <Rigidbody2D>(); aimLine = new VectorLine("aimLine", new List <Vector3>(3), aimTexture, aimWidth, LineType.Continuous); aimLine.textureScale = aimTextureScale; gravityParticles = GetComponent <ParticleSystem>(); gravityParticles.Stop(); currentShots = maxShots; foreach (CircleCollider2D col in GetComponents <CircleCollider2D>()) { if (col.isTrigger) { gravityFieldTrigger = col; break; } } }
void Start() { myInputComponent = GetComponent(typeof(IGetPlayerInput)) as IGetPlayerInput; rigidbody = GetComponent<Rigidbody2D>(); myInput = new PlayerInput(); ball = GameObject.FindGameObjectWithTag("Ball"); ballCol = ball.GetComponent<Collider2D>(); ballRigidbody = ball.GetComponent<Rigidbody2D>(); aimLine = new VectorLine("aimLine", new List<Vector3>(3), aimTexture, aimWidth, LineType.Continuous); aimLine.textureScale = aimTextureScale; gravityParticles = GetComponent<ParticleSystem>(); gravityParticles.Stop(); currentShots = maxShots; foreach(CircleCollider2D col in GetComponents<CircleCollider2D>()) { if (col.isTrigger) { gravityFieldTrigger = col; break; } } }