// Use this for initialization void Start() { GetComponent <customCharController>().OnHPpctsChanged += HandleHPChange; source = GetComponent <AudioSource>(); amscript = GameObject.Find("AudioManagerCust").GetComponent <CustomAudioManager>(); }
void Awake() { _psystem = GetComponent <ParticleSystem>(); source = GetComponent <AudioSource>(); amscript = GameObject.Find("AudioManagerCust").GetComponent <CustomAudioManager>(); }
// Use this for initialization void Start() { GetComponent <customCharController>().OnAttack += HandleAttack; anim = GetComponent <Animator>(); source = GetComponent <AudioSource>(); amscript = GameObject.Find("AudioManagerCust").GetComponent <CustomAudioManager>(); }
// Use this for initialization void Start () { im = GameObject.FindGameObjectWithTag("message").GetComponent<InformationMessage>(); GetComponent<customCharController>().OnDie += HandleDying; anim = GetComponent<Animator>(); source = GetComponent<AudioSource>(); amscript = GameObject.Find("AudioManagerCust").GetComponent<CustomAudioManager>(); }
// Use this for initialization void Start() { health = maxHealth; agent = GetComponentInParent <UnityEngine.AI.NavMeshAgent>(); anim = GetComponentInParent <Animator>(); source = GetComponent <AudioSource>(); amscript = GameObject.Find("AudioManagerCust").GetComponent <CustomAudioManager>(); }
void Start() { _player = GameObject.Find("Player"); _playerResources = _player.GetComponent <PlayerResources>(); _playerExperience = _player.GetComponent <PlayerExperience>(); resourceQuantity = maxQuantity + Convert.ToInt32(UnityEngine.Random.Range(-maxQuantity * 0.3f, maxQuantity * 0.3f)); _animator = _player.GetComponent <Animator>(); audioManager = GameObject.FindGameObjectWithTag("AudioManager").GetComponent <CustomAudioManager>(); _playerEq = _player.GetComponent <PlayerEquipment>(); }
void Awake() { if (instance == null) { instance = this; } else { Destroy(gameObject); return; } DontDestroyOnLoad(gameObject); /* * initializeSounds(meleeSounds); * initializeSounds(arrowSounds); * initializeSounds(dieSounds); * initializeSounds(footstepsSounds); * initializeSounds(cutSounds); * initializeSounds(tauntSounds);*/ }