void Awake() { Player = GetComponent <PlayerBhysics>(); Actions = GetComponent <ActionManager>(); JumpAction = GetComponent <Action01_Jump>(); Cam = GetComponent <CameraControl>(); }
void Awake() { Player = GetComponent <PlayerBhysics>(); Level = GetComponent <LevelProgressControl>(); counter = InvencibilityTime; Actions = GetComponent <ActionManager>(); Objects = GetComponent <Objects_Interaction>(); releaseDirection = new GameObject(); Cam = GetComponent <CameraControl>(); InitialDir = transform.forward; Inp = GetComponent <PlayerBinput>(); this.enabled = true; }
private void Awake() { // Set up the reference. Player = GetComponent <PlayerBhysics>(); Actions = GetComponent <ActionManager>(); Cam = GetComponent <CameraControl>(); prevDecel = Player.MoveDecell; // get the transform of the main camera if (Camera.main != null) { cam = Camera.main.transform; } }
void Start() { if (Instance != null) { GameObject.Destroy(gameObject); } else { GameObject.DontDestroyOnLoad(gameObject); Instance = this; } LoadGameplay(); Player = GameObject.FindWithTag("Player").GetComponent <PlayerBhysics>(); Player.gameObject.SetActive(false); }
void Start() { Phys = GetComponent <PlayerBhysics>(); ChangeAction(0); }
void Awake() { Actions = GetComponent <ActionManager>(); Player = GetComponent <PlayerBhysics>(); }
void Start() { Objects = GetComponent <Objects_Interaction>(); Player = GetComponent <PlayerBhysics>(); Actions = GetComponent <ActionManager>(); }
void Awake() { HomingAvailable = true; Player = GetComponent <PlayerBhysics>(); }
void Start() { Player = GetComponent <PlayerBhysics>(); Actions = GetComponent <ActionManager>(); Cam = GetComponent <CameraControl>(); }
void Awake() { Player = GetComponent <PlayerBhysics>(); }