//Unity methods void Awake() { Debug.Log("Player " + playerId + " created."); rend = GetComponentInChildren<Renderer>(); ctrl = GetComponent<CharacterController>(); voxelization = GetComponent<VoxelizationClient>(); spawningState = new PlayerSpawningState(); idleState = new PlayerIdleState(); longIdleState = new PlayerLongIdleState(); movingState = new PlayerMovingState(); dashingState = new PlayerDashingState(); specialState = new PlayerSpecialState(); swingingState = new PlayerSwingingState(); receivingDamageState = new PlayerReceivingDamageState(); fallingState = new PlayerFallingState(); dyingState = new PlayerDyingState(); spawningState.Init(this); idleState.Init(this); longIdleState.Init(this); movingState.Init(this); dashingState.Init(this); specialState.Init(this); swingingState.Init(this); receivingDamageState.Init(this); fallingState.Init(this); dyingState.Init(this); currentState = spawningState; string player = ""; switch (playerId) { case 1: player = "P1"; break; case 2: player = "P2"; break; } moveHorizontal = player + "_Horizontal"; moveVertical = player + "_Vertical"; aimHorizontal = player + "_AimHorizontal"; aimVertical = player + "_AimVertical"; fire = player + "_Fire"; dash = player + "_Dash"; special = player + "_Special"; playerRayCastMask = LayerMask.GetMask(player + "RayCast"); animator = GetComponent<Animator>(); }