// Start is called before the first frame update void Start() { anim = GetComponent <Animator> (); body = GetComponent <Rigidbody2D> (); sprite = GetComponent <SpriteRenderer> (); analyser = GetComponent <CollisionAnalysis>(); color = sprite.color; }
// Start is called before the first frame update void Start() { //Component Set up body = GetComponent <Rigidbody2D>(); analyser = GetComponent <CollisionAnalysis>(); controller = GetComponent <ControlManager>(); anim = GetComponent <CharacterAnimation>(); //Variable set up body.gravityScale = gravityScale; }
public MovementState(GameObject gameObject) { Rigidbody2D rigidbody = gameObject.GetComponent <Rigidbody2D>(); pos = new Vector3(rigidbody.position.x, rigidbody.position.y, 0); vel = new Vector3(rigidbody.velocity.x, rigidbody.velocity.y, 0); CollisionAnalysis collisionAnalysis = gameObject.GetComponent <CollisionAnalysis>(); isGroundUp = collisionAnalysis.IsGroundUp(); isGroundDown = collisionAnalysis.IsGroundDown(); isGroundRight = collisionAnalysis.IsGroundRight(); isGroundLeft = collisionAnalysis.IsGroundLeft(); isVentUp = collisionAnalysis.IsVentUp(); isVentDown = collisionAnalysis.IsVentDown(); isVentRight = collisionAnalysis.IsVentRight(); isVentLeft = collisionAnalysis.IsVentLeft(); }
void Awake() { syncMovementState = true; analyser = GetComponent <CollisionAnalysis>(); keyCodes = new KeyCode[] { left, right, up, down, jump, jumpAlt, resetTime, resetTimeAlt, solidify, solidifyAlt, clear, clearAlt, shoot, shootAlt }; inputButtons = new InputButton[(int)Button.nrButtons]; for (int i = 0; i < (int)Button.nrButtons; i++) { inputButtons[i] = new InputButton(keyCodes[i]); } // if this is not the player the update function will be skipped if (!isPlayer) { enabled = false; } }