/// <summary> /// Gets and stores components for further use /// </summary> protected virtual void Initialization() { _character = GetComponent <Character>(); _controller = GetComponent <CoreController>(); _characterBasicMovement = GetComponent <CharacterHorizontalMovement>(); //_characterGravity = GetComponent<CharacterGravity> (); _spriteRenderer = GetComponent <SpriteRenderer>(); //_health = GetComponent<Health> (); _animator = _character._animator; //_sceneCamera = _character.SceneCamera; _inputManager = _character.LinkedInputManager; _state = _character.CharacterState; _movement = _character.MovementState; _condition = _character.ConditionState; _abilityInitialized = true; if (_animator != null) { InitializeAnimatorParameters(); } if (_character._userProfiler != null) { _userProfiler = _character._userProfiler; } }
protected virtual void Initialization() { MovementState = new InfStateMachine <CharacterStates.MovementStates>(gameObject, SendStateChangeEvents); // returns enum as "Walking", "Idle" etc. ConditionState = new InfStateMachine <CharacterStates.CharacterConditions>(gameObject, SendStateChangeEvents); if (InitialFacingDirection == CharacterStates.FacingDirections.Left) { IsFacingRight = false; } else { IsFacingRight = true; } // we get the current input manager GetInputManager(); getProfiler(); //// we get the main camera //if (Camera.main == null) { return; } //SceneCamera = Camera.main.GetComponent<CameraController>(); // we store our components for further use CharacterState = new CharacterStates(); _spriteRenderer = GetComponent <SpriteRenderer>(); _controller = GetComponent <CoreController>(); _characterAbilities = GetComponents <CharacterAbility>(); //_aiBrain = GetComponent<AIBrain>(); //_health = GetComponent<Health>(); //_damageOnTouch = GetComponent<DamageOnTouch>(); mGuiWriter = GetComponent <GUI_Writer>(); if (CharacterAnimator != null) { _animator = CharacterAnimator; } else { _animator = GetComponent <Animator>(); } if (_animator != null) { InitializeAnimatorParameters(); } //_originalGravity = _controller.Parameters.Gravity; ForceSpawnDirection(); }
/// <summary> /// Initialize this weapon. /// </summary> public virtual void Initialization() { Flipped = false; _spriteRenderer = this.gameObject.GetComponent <SpriteRenderer> (); _comboWeapon = this.gameObject.GetComponent <ComboWeapon>(); SetParticleEffects(false); WeaponState = new InfStateMachine <WeaponStates>(gameObject, true); WeaponState.ChangeState(WeaponStates.WeaponIdle); WeaponAmmo = GetComponent <WeaponAmmo> (); _animatorParameters = new List <List <string> >(); _aimableWeapon = GetComponent <WeaponAim>(); InitializeAnimatorParameters(); if (WeaponAmmo == null) { CurrentAmmoLoaded = MagazineSize; } }