void Start() { camara = GameObject.FindGameObjectWithTag("cam"); Giovanni = GameObject.FindObjectOfType <GiovanniControl>(); rb2d = GetComponent <Rigidbody2D>(); player = GameObject.FindGameObjectWithTag("Player").transform; }
// Use this for initialization void Start() { rb2d = GetComponent <Rigidbody2D>(); rb2d.freezeRotation = true; spriterender = GetComponent <SpriteRenderer>(); x = transform.position.x; y = transform.position.y; giovannicontrol = GameObject.FindObjectOfType <GiovanniControl>(); giovannistats = GameObject.FindObjectOfType <GiovanniStats>(); animator = GetComponent <Animator>(); target = GameObject.FindGameObjectWithTag("Player").transform; obstacle = GameObject.FindGameObjectWithTag("Obstacle").transform; beenAttacked = false; facingRight = true; }
private void Awake() { giovannistats = GameObject.FindObjectOfType <GiovanniStats>(); giovannicontrol = GameObject.FindObjectOfType <GiovanniControl>(); }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { giovanni = GameObject.FindObjectOfType <GiovanniControl>(); //giovanni.transform.localScale = new Vector3(giovanni.transform.localScale.x + 0.25f, giovanni.transform.localScale.y + 0.25f, giovanni.transform.localScale.z + 0.25f); }
// Use this for initialization void Start() { giovannicontrol = GameObject.FindObjectOfType <GiovanniControl>(); giovannistats = GameObject.FindObjectOfType <GiovanniStats>(); }