void Awake() { if (instance != null && instance != this) { Destroy(this.gameObject); } else { instance = this; DontDestroyOnLoad(gameObject); } PauseGameManager.Instance.register(this, gameObject); jump = GetComponent <Jump>(); walk = GetComponent <PlayerWalk>(); firePivot = transform.FindChild("FirePivot"); teleportable = GetComponent <Teleportable>(); dieAnim = GetComponent <PlayerDieAnim>(); crouch = GetComponent <Crouch>(); idle = GetComponent <Idle>(); lookUpwards = GetComponent <LookUpwards>(); body = GetComponent <ChipmunkBody>(); walkVelBackup = walkVelocity; rightFireDir.x = 1f; rightFireDir.y = -0.5f; leftFireDir.x = -1f; leftFireDir.y = -0.5f; fireDir = rightFireDir; collisionGroupSkip = GetComponent <ChipmunkShape>().collisionGroup; collisionLayers = unchecked ((uint)~(1 << gameObject.layer)); // all layers except Player's layer }
void Start() { lookUpwards = GetComponent <LookUpwards>(); walkAC_orig = walkAC; walkLookingUpAC = AnimateTiledConfig.getByName(gameObject, EnumAnimateTiledName.WalkLookUpwards, true); }