// Start is called before the first frame update void Start() { movement = GetComponent <MovementRigidBody>(); hlth = GetComponent <health>(); weapon = GetComponentInChildren <WeaponHolder>(); ChoseCharacterTarget(); //movement.input.Set(1.0f, 1.0f); }
// Start is called before the first frame update void Awake() { controls = new Controls(); attemptingToHold = false; moveRB = GetComponent <MovementRigidBody>(); camera = Camera.main; actionButton = GetComponent <ActionButton>(); audioSource = GetComponent <AudioSource>(); }
// Start is called before the first frame update void Start() { movement = GetComponent <MovementRigidBody>(); hlth = GetComponent <health>(); agent = GetComponent <UnityEngine.AI.NavMeshAgent>(); ChoseCharacterTarget(); //movement.input.Set(1.0f, 1.0f); agent.updateRotation = false; agent.updatePosition = false; }
// Start is called before the first frame update void Start() { source = GetComponent <AudioSource>(); mov = GetComponent <MovementRigidBody>(); wep = GetComponentInChildren <WeaponHolder>(); anim = GetComponentInChildren <Animator>(); maxspd = mov.speed; maxspd = mov.RunSpeed; //InvokeRepeating("playstep", 0, 0.5f); photonView = PhotonView.Get(this); }
//-/ пока не работает //-/ private UnityEngine.UI.Button exitButton; // Start is called before the first frame update void Start() { Cursor.lockState = CursorLockMode.Locked; cube_rigidbody = cube.GetComponent <Rigidbody>(); cube_mov = cube.GetComponent <MovementRigidBody>(); Health = this.GetComponentInParent <health>(); weapons = this.transform.parent.GetComponentInChildren <WeaponHolder>(); gameMode = GameObject.Find("Global").GetComponent <GameMode>(); dbguisetenabled(dbguienabled); gameMode.OnKillRegistered += ShowKillMessage; UpdateKillBoardUI(); //-/exitButton = GameObject.Find("Global").GetComponentInChildren<UnityEngine.UI.Button>(); //-/exitButton.gameObject.SetActive(true); }