void Awake() { movement = new PlatformerControllerMovement(); jump = new PlatformerControllerJumping(); movement.direction = transform.TransformDirection(Vector3.forward); controller = GetComponent<CharacterController>(); Spawn(); }
void Awake() { movement = new PlatformerControllerMovement(); jump = new PlatformerControllerJumping(); movement.direction = transform.TransformDirection(Vector3.forward); controller = GetComponent <CharacterController>(); Spawn(); }
void Awake() { movement = new PlatformerControllerMovement(); // Use the jumping settings which configured on the scene --- By Waigo 2010-11-22 //jump = new PlatformerControllerJumping(); movement.direction = transform.TransformDirection(Vector3.forward); controller = GetComponent <CharacterController>(); // Spawn(); }
public void Start() { //Instantiate Player Attributes movement = new PlatformerControllerMovement(); jump = new PlatformerControllerJumping(); controller = new CharacterController(); controller = GetComponent <CharacterController>(); movement.direction = transform.TransformDirection(Vector3.forward); //Establish control on the ground canControl = true; canMoveV = false; canMoveH = true; //Lastly, spawn Spawn(); }
protected virtual void CharacterAwake() { movement = new PlatformerControllerMovement(); jump = new PlatformerControllerJumping(); movement.direction = transform.TransformDirection(Vector3.forward); controller = GetComponent<CharacterController>(); playerController = GetComponent<PlayerController>(); audioSource = GetComponent<AudioSource>(); }
public void Start() { //Instantiate Player Attributes movement = new PlatformerControllerMovement(); jump = new PlatformerControllerJumping(); controller = new CharacterController(); controller = GetComponent<CharacterController>(); movement.direction = transform.TransformDirection(Vector3.forward); //Establish control on the ground canControl = true; canMoveV = false; canMoveH = true; //Lastly, spawn Spawn(); }