void Awake() { if (instance != null && instance != this) { Destroy(this.gameObject); } else { instance = this; DontDestroyOnLoad(gameObject); } PauseGameManager.Instance.register(this, gameObject); jump = GetComponent <Jump>(); walk = GetComponent <PlayerWalk>(); firePivot = transform.FindChild("FirePivot"); teleportable = GetComponent <Teleportable>(); dieAnim = GetComponent <PlayerDieAnim>(); crouch = GetComponent <Crouch>(); idle = GetComponent <Idle>(); lookUpwards = GetComponent <LookUpwards>(); body = GetComponent <ChipmunkBody>(); walkVelBackup = walkVelocity; rightFireDir.x = 1f; rightFireDir.y = -0.5f; leftFireDir.x = -1f; leftFireDir.y = -0.5f; fireDir = rightFireDir; collisionGroupSkip = GetComponent <ChipmunkShape>().collisionGroup; collisionLayers = unchecked ((uint)~(1 << gameObject.layer)); // all layers except Player's layer }
private void initialize() { jump = GetComponent <Jump>(); walk = GetComponent <PlayerWalk>(); firePivot = transform.FindChild("FirePivot"); teleportable = GetComponent <Teleportable>(); dieAnim = GetComponent <PlayerDieAnim>(); crouch = GetComponent <Crouch>(); idle = GetComponent <Idle>(); lookDirections = GetComponent <LookDirections>(); body = GetComponent <ChipmunkBody>(); rightFireDir.x = 1f; rightFireDir.y = -0.5f; leftFireDir.x = -1f; leftFireDir.y = -0.5f; fireDir = rightFireDir; collisionGroupSkip = GetComponent <ChipmunkShape>().collisionGroup; // not sure if ok: all layers except Player's layer collisionLayersSkip = unchecked ((uint)(1 << KLayers.PLAYER)); //collisionLayers = 0; }