void Start() { input = PlayerInputManager.instance; state = PlayerStateManager.instance; rb = GetComponent <Rigidbody2D>(); carryableDetector = GetComponentInChildren <CarryableDetector>(); interactableDetector = GetComponentInChildren <InteractableDetector>(); moveDir = new Vector2(1.0f, 0.0f); playerSortingGroup = GetComponentInChildren <SortingGroup>(); }
// Use this for initialization void Start() { rigidBody = gameObject.GetComponent <Rigidbody2D>(); animator = gameObject.GetComponent <Animator>(); playerInput = gameObject.GetComponent <PlayerInput>(); barneyRenderer = gameObject.GetComponentInChildren <BarneyRenderer>(); interactableDetector = GetComponent <InteractableDetector>(); rocketLauncher = gameObject.GetComponentInChildren <RocketLauncher>(); explosion = gameObject.GetComponent <Explosion>(); hitPointManager = gameObject.GetComponent <HitPointManager>(); hitPointManager.OnHitPointsChangedEvent += _OnHitPointsChanged; playerConfig = GameObject.FindObjectOfType <PlayerConfig>(); setBombCount(bombCount); ListenForDashEnded(); StartCoroutine(EndWarpIn()); }
private void Awake() { ground = GetComponent <GroundDetector>(); interact = GetComponent <InteractableDetector>(); rigidbody = GetComponent <Rigidbody>(); bodyCollider = GetComponent <CapsuleCollider>(); sonar = GetComponent <SonarFx>(); sonarTimer = new Timer(); interact.OnDetectionEnter.AddListener(OnDetectionRaise); interact.OnDetectionExit.AddListener(OnDetectionQuit); crouchPercentage = crouchHeight / bodyCollider.height; origColliderHeight = bodyCollider.height; origColliderCenter = bodyCollider.center; origCameraPivotPos = cameraPivot.localPosition; ground.OnTouchGround += _onTouchGround; ground.OnLeaveGround += _onLeaveGround; }