private void Awake() { gravityPoints = FindObjectOfType <GravityPoints>(); body = GetComponent <Rigidbody2D>(); body.AddForce(initialImpulse, ForceMode2D.Impulse); }
// Start is called before the first frame update void Start() { player = GameObject.FindWithTag("Player"); playerEventManager = player.GetComponent <EventManager>(); playerGravity = player.GetComponent <Gravity>(); playerGravityPoints = player.GetComponent <GravityPoints>(); eventManager = GetComponent <EventManager>(); }
// Start is called before the first frame update void Start() { eventManager = GetComponent <EventManager>(); gravity = GetComponent <Gravity>(); gravityPoints = GetComponent <GravityPoints>(); entityMover = GetComponent <EntityMover>(); entityRotator = GetComponent <EntityRotator>(); // This grabs the gameobject within the player called playerRange, // takes the script of that object in order to check whether an enemy is close or not. encounter = GameObject.Find("playerRange").GetComponent <EntityEncounter>();//~ // Current input affecting movement // May differ fron actual movement in case of obstacles, being in the air, etc movement = Movement.Stopped; // Current input affecting direction // Likely matches actual direction, since turning around is not hindered by obstacles direction = Direction.Right; }