public override void UseItem(Transform user) { //Activate mining animation //Mining if block is selected by player PlayerAttackSystem attackSystem = user.GetComponent <PlayerAttackSystem>(); attackSystem?.Attack(power, distance, this); }
void Start() { var world = World.DefaultGameObjectInjectionWorld; _playerInputSystem = world.GetOrCreateSystem <PlayerInputSystem>(); _playerMovementSystem = world.GetOrCreateSystem <PlayerMovementSystem>(); _playerTurningSystem = world.GetOrCreateSystem <PlayerTurningSystem>(); _cameraFollowing = world.GetOrCreateSystem <CameraFollowingSystem>(); _playerAttackSystem = world.GetOrCreateSystem <PlayerAttackSystem>(); }
private void Start() { _animator = GetComponentInChildren <Animator>(); _playerInput = GetComponent <PlayerInput>(); spriteRenderer.enabled = true; gameObject.layer = 9; Vector3 position = transform.position; trailPrefab = Instantiate(trailPrefab, position, quaternion.identity); trailPrefab.GetComponent <PlayerHoles>().playerCollider2D = trailCollider; _rigidbody2D = GetComponent <Rigidbody2D>(); _attackSystem = GetComponent <PlayerAttackSystem>(); _playerInput = GetComponent <PlayerInput>(); }
public override void UseItem(Transform user) { PlayerAttackSystem attackSystem = user.GetComponent <PlayerAttackSystem>(); attackSystem?.Attack(damage, swordLength, this); }