private void Awake() { rb2d = GetComponent <Rigidbody2D>(); rayCasts = GetComponent <Raycasts>(); spriteRenderer = GetComponent <SpriteRenderer>(); animator = GetComponent <Animator>(); }
private void Awake() { handler = GetComponent <PlayerInput>(); playerInfo = GetComponent <PlayerInfo>(); rb2d = GetComponent <Rigidbody2D>(); rayCasts = GetComponent <Raycasts>(); spriteRenderer = GetComponent <SpriteRenderer>(); animator = GetComponent <Animator>(); }
private void Spawn(int i, Vector3 origin) { if (player == null || prefab == null) { return; } Physics.autoSimulation = false; Physics.Simulate(Time.fixedDeltaTime); origin.y = checkingHeight; Ray ray = new Ray(origin, Vector3.down); if (!Raycasts.RaycastNonAllocSorted(ray, false, false, layerMask)) { return; } RaycastHit hit = Raycasts.closestHit; Vector3 normal = hit.normal; origin = hit.point; //position spawnObjs[i].transform.position = origin + offset; // rotation if (prefab_enemy == null) { rotation = Quaternion.Euler(new Vector3(Random.Range(-5, 5), Random.Range(0, 360), Random.Range(-5, 5))); spawnObjs[i].transform.rotation = rotation; } else { rotation = Quaternion.Euler(new Vector3(0, Random.Range(0, 360), 0)); spawnObjs[i].transform.rotation = rotation; } // scale if (prefab_enemy == null) { Vector3 lossyScale = new Vector3(Random.Range(0.5f, 1.5f), Random.Range(0.5f, 1.5f), Random.Range(0.5f, 1.5f)); spawnObjs[i].transform.localScale = lossyScale; } else { Vector3 lossyScale = new Vector3(4f, 4f, 4f); spawnObjs[i].transform.localScale = lossyScale; } Physics.autoSimulation = true; }
void Awake() { hookshotCtrl = GameManager.instance.hookshotCtrl; raycasts = GetComponent <Raycasts>(); }
// Use this for initialization void Start() { Runanim = GetComponent <Animator>(); ground = GetComponent <Raycasts>(); }
private void Awake() { rb = GetComponent <Rigidbody2D>(); jumpButt = GetComponent <PlayerInput>(); groundCheck = GetComponent <Raycasts>(); }