/* Called from UpdateDriver. */
    public void OnStart()
    {
        /* Create Configurations: */
        configuration_BaseCombat = gameObject.GetComponent <PBaseCombat>();
        CallConfigOnStarts();

        /* Set current Configuration: */
        curConfiguration = configuration_BaseCombat;
    }
    /* Prerequisites: Start in PBehaviourManager has run. */
    public virtual void Start()
    {
        PBehaviourManager manager = gameObject.GetComponentInParent <PBehaviourManager>();

        character = manager.curBehaviour;

        RightFlip = transform.localScale;
        LeftFlip  = new Vector3(transform.localScale.x, transform.localScale.y, transform.localScale.z * -1);

        charState = character.curState.stateID;
    }
Exemple #3
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    public void OnStart()
    {
        /* Create Behaviours. */
        behaviour_BaseMovement = gameObject.GetComponent <PBaseMovement>();
        behaviour_ScytheBase   = gameObject.GetComponent <PScytheMovement>();
        SetBehaviourSpecificVars();

        /* Set current Behaviour. */
        curBehaviour = behaviour_ScytheBase;//behaviour_BasesMovement; // 6.1.18

        /* Movement Components - Ensures that everything above is run before component creation. */
        collisionState = gameObject.GetComponent <PCollisionState>();
    }
 /* Responsible for termination and allocation of new variables upon state switching.*/
 public void SwitchBehaviour(PBehaviour nextBehaviour)
 {
 }