public void Init(StateManager st)
        {
            states = st;

            if (rh_weapon.Count > 0)
            {
                rightHandWeapon = WeaponToRuntimeWeapon(ResourcesManager.singleton.GetWeapon(rh_weapon [0]));
            }
            if (lh_weapon.Count > 0)
            {
                leftHandWeapon    = WeaponToRuntimeWeapon(ResourcesManager.singleton.GetWeapon(lh_weapon [0]), true);
                hasLeftHandWeapon = true;
            }

            if (rightHandWeapon != null)
            {
                EquipWeapon(rightHandWeapon);
            }
            if (leftHandWeapon != null)
            {
                EquipWeapon(leftHandWeapon, true);
            }
            hasLeftHandWeapon = (leftHandWeapon != null);

            InitAllDamageCollider(st);
            CloseAllDamageColliders();

            ParryCollider pr = parryCollider.GetComponent <ParryCollider> ();

            pr.InitPlayer(st);
            CloseParryCollider();
        }
Exemple #2
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        public void Start()
        {
            P_parry = GetComponent <Parry>();
            ParryCollider pr = P_parry.GetComponent <ParryCollider>();

            CloseDamageCollider();
        }
        public void Init(StateManager st)
        {
            states = st;
            UI.QuickSlot.singleton.Init();

            LoadInventory();

            // Parry Collider Init
            ParryCollider pr = parryCollider.GetComponent <ParryCollider>();

            pr.InitPlayer(states);
            CloseParryCollider();
            CloseBreathCollider();
            CloseBlockCollider();
        }