/* 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; }
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) { }