// Use this for initialization // gets the input script from the main camera and figures out how tall the character is for movement void Start() { fRopeLength = Vector3.Distance(goRopePivotPoint.transform.position, goRopeEndPoint.transform.position); fMaxFallTime = fMaxJumpTime / iJumpFallFraction; goCharacter.animation.Play("Idle"); if (iActiveShadows > 0) { SendShadowMessage("ChangeFacing", 4); } //disable the attack boxes goRopeAttackBox.SetActive(false); scrptInput = CameraScriptInGame.GrabMainCamera().GetComponent <InputScript2>(); //Camera.main.GetComponent<InputScript2>(); CapsuleCollider myCollider = GetComponent <CapsuleCollider>(); fHeight = myCollider.height; fWidth = myCollider.radius; }
// Use this for initialization // gets the input script from the main camera and figures out how tall the character is for movement void Start() { fRopeLength = Vector3.Distance(goRopePivotPoint.transform.position, goRopeEndPoint.transform.position); fMaxFallTime = fMaxJumpTime/iJumpFallFraction; goCharacter.animation.Play("Idle"); if(iActiveShadows > 0) SendShadowMessage("ChangeFacing" , 4); //disable the attack boxes goRopeAttackBox.SetActive(false); scrptInput = CameraScriptInGame.GrabMainCamera().GetComponent<InputScript2>();//Camera.main.GetComponent<InputScript2>(); CapsuleCollider myCollider = GetComponent<CapsuleCollider>(); fHeight = myCollider.height; fWidth = myCollider.radius; }