protected override void Start() { HitLayers = Global.TriggerLayers | Global.CharacterDamageLayers; IgnoreCollideObjects.AddRange(GetComponentsInChildren <Collider2D>()); spriteRenderers.AddRange(GetComponentsInChildren <SpriteRenderer>()); graphookTip.SetActive(false); grapCableRender.gameObject.SetActive(false); if (weapons.Count > 0) { weapon = weapons[CurrentWeaponIndex % weapons.Count]; } // unpack InteractIndicator.SetActive(false); InteractIndicator.transform.SetParent(null); }
public override void PostSceneTransition() { InteractIndicator.SetActive(false); InteractIndicator.transform.SetParent(null); }
private void Start() { interactIndicator = Instantiate(GlobalPrefabs.Instance.InteractIndicatorPrefab, transform).GetComponent <InteractIndicator>(); interactIndicator.transform.localPosition = Vector3.zero; interactIndicator.gameObject.SetActive(false); }