// Start is called before the first frame update void Awake() { #region Singelton check if (Instance != null) { Destroy(gameObject); } else { Instance = this; } #endregion DontDestroyOnLoad(gameObject); throwScript = GetComponent <Throw>(); move = GetComponent <PlayerMovement>(); animeScript = GetComponent <PlayerAnimationScript>(); summon = GetComponent <Summon>(); grapplingHook = GetComponent <GrapplingHook>(); coll = GetComponent <Collision>(); pickUp = GetComponent <PickUp>(); SetCameraToFollowPlayer(); maxHealth = health; scripts.Add(throwScript); scripts.Add(summon); scripts.Add(grapplingHook); }
// OnStateExit is called when a transition ends and the state machine finishes evaluating this state override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { PlayerAnimationScript pls = animator.GetComponent <PlayerAnimationScript>(); pls.rolling = false; pls.hasDirection = false; }
// Start is called before the first frame update void Start() { coll = GetComponent <Collision>(); _rb2D = GetComponent <Rigidbody2D>(); betterJumpScript = GetComponent <BetterJumping>(); anime = GetComponent <PlayerAnimationScript>(); orginalGravityScale = _rb2D.gravityScale; InstantiateGhost(); }
void Awake() { playersNaSaida = 0; //Loading dos componentes rb = GetComponent <Rigidbody2D>(); partners = GetComponent <PartnersFunctionsScript>(); playerAnimation = GetComponent <PlayerAnimationScript>(); //Registro das variaveis importantes totalCount = counter; corzinha = new Color(0.4185208f, 0.7152144f, 0.9339623f); }
// Use this for initialization void Start() { currenthealth = maxHealth; anim = GetComponent <Animator>(); playerMovement = GetComponent <PlayerTwoMovement>(); playerAnim = GetComponent <PlayerTwoAnimationScript>(); m_PlayerTwoHealthSlider = GameObject.Find("P2_Slider").GetComponent <Slider>(); m_PlayerTwoHealthSlider.value = maxHealth; m_WinnerText = GameObject.Find("WinnerText").GetComponent <Text>(); p1 = GameObject.Find("Player01").GetComponent <PlayerAnimationScript>(); p2 = GetComponent <PlayerTwoAnimationScript>(); }
void Start() { playerRB = GetComponent <Rigidbody2D>(); windowToClean = FindObjectOfType <Window>(); itemHeld = ItemHeld.Wiper; horizontalSpeed = data.regularSpeed; upSpeed = data.regularUpSpeed; downSpeed = data.regularDownSpeed; currentItem = 1; playerAnimationScript = GetComponent <PlayerAnimationScript>(); }
// Start is called before the first frame update void Start() { move = GetComponent <PlayerMovement>(); material = GetComponent <Renderer>().material; weaponRb2D = weapon.GetComponent <Rigidbody2D>(); throwWeaponScript = weapon.GetComponent <ThrowWeapon>(); pAnimScript = GetComponent <PlayerAnimationScript>(); throwWeaponScript.AddThrowWeaponScript(this); coll = GetComponent <Collision>(); origLockPos = weapon.localPosition; origLockRot = weapon.localEulerAngles; arrowOrigPosition = arrow.localPosition; if (arrow.gameObject.activeInHierarchy) { arrow.gameObject.SetActive(false); } ChangeState(State.Idle); }
// Use this for initialization void Start() { currenthealth = maxHealth; anim = GetComponent<Animator>(); playerMovement = GetComponent<PlayerMovement>(); playerAnim = GetComponent<PlayerAnimationScript>(); m_PlayerHealthSlider = GameObject.Find("P1_Slider").GetComponent<Slider>(); m_WinnerText = GameObject.Find("WinnerText").GetComponent<Text>(); m_PlayerHealthSlider.value = currenthealth; p1 = GetComponent<PlayerAnimationScript>(); p2 = GameObject.Find("Player02").GetComponent<PlayerTwoAnimationScript>(); }
// Start is called before the first frame update void Start() { move = PlayerManager.Instance.gameObject.GetComponent <PlayerMovement>(); anime = PlayerManager.Instance.gameObject.GetComponent <PlayerAnimationScript>(); sr = GetComponent <SpriteRenderer>(); }