void Start() { _shouldSpeak = true; _projSpawned = false; _CB = GetComponent <CharacterBehaviour>(); _animator = GetComponent <Animator>(); _charging = false; if (!_camController) { // Debug.LogWarning("No CameraController reference in inspector. Looking up object."); _camController = Camera.main.GetComponent <CameraController>(); } if (!_projectilePrefab) { Debug.LogError("No prefab for projectile"); } if (!_projectileSpawn) { Debug.LogError("No spawnpoint for projectile"); } // if (!_coolDown) // { // // Debug.LogWarning("No CoolDown reference in inspector. Looking up object."); // _coolDown = GameObject.Find("CoolDownProj").GetComponent<CoolDown>(); // } /** Check to see if there is an OnPlayerHUD */ if (!_onPlayerHUD) { _onPlayerHUD = GetComponent <OnPlayerHUD>(); } }
void Start() { _animator = GetComponent <Animator>(); if (_maxDiameter <= 0.0f) { Debug.LogError("The value for xray radius is too low. Make sure it is more than 0.0f"); } if (_speed <= 0.0f) { Debug.LogError("The value for xray speed is too low. Make sure it is more than 0.0f"); } if (!_cameraTransform) { _cameraTransform = Camera.main.transform; } //seting default values _orb.localScale = Vector3.zero; _orb.GetComponent <Collider>().isTrigger = true; _currentDiameter = 0.0f; _xraySearching = false; _canXray = true; if (!_onPlayerHUD) { _onPlayerHUD = GetComponent <OnPlayerHUD>(); } }
// Use this for initialization void Start() { // make sure there is a teleport point in the scene if (!_teleportPoint) { Debug.Log("No Teleport Point Prefab added to Player."); _teleportPoint = GameObject.Find("TeleportPoint"); } // make sure there is a Player Shadow in the scene if (!_fakePlayer) { Debug.Log("No player shadow prefab added to scene."); _fakePlayer = GameObject.Find("PlayerShadow"); } // make sure there is a teleport radius in the scene if (!_radius) { Debug.Log("No teleport radius added to scene"); _radius = GameObject.Find("TeleportRadius"); } /** Check for OnPlayerHUD */ if (!_onPlayerHUD) { _onPlayerHUD = GetComponent <OnPlayerHUD>(); } if (!_mainCam) { _mainCam = Camera.main.GetComponent <CameraController>(); } if (!_charBehaviourScript) { _charBehaviourScript = gameObject.GetComponent <CharacterControllerScheme>(); } if (!_characterBehaviour) { _characterBehaviour = GetComponent <CharacterBehaviour>(); } if (!_teleportPointRenderer) { _fakePlayer.SetActive(true); _teleportPointRenderer = GetComponentInChildren <MeshRenderer>(); _fakePlayer.SetActive(false); } if (!_teleportParticleSystem) { _fakePlayer.SetActive(true); _teleportParticleSystem = GetComponentInChildren <ParticleSystem>(); _fakePlayer.SetActive(false); } _rb = gameObject.GetComponent <Rigidbody>(); _anim = gameObject.GetComponent <Animator>(); _mainCamera = Camera.main; // initializing variables _isCooled = true; _isActive = false; }