private void Awake() { m_stateSystem = GetComponent <WitchStateSystem>(); m_stateSystem.Witch = this; m_skillSystem = GetComponent <WitchSkillSystem>(); m_skillSystem.Witch = this; m_curState = WitchState.Idle; }
protected override void Awake() { base.Awake(); _stateSystem = GetComponent <WitchStateSystem>(); _stateSystem.Witch = this; _skillSystem = GetComponent <WitchSkillSystem>(); _skillSystem.Witch = this; _curState = WitchState.Groggy; _player = FindObjectOfType <CPlayerManager>(); _receiveDamage = 0.0f; _collider = FindObjectOfType <WitchWeaponCollider>(); //_footHoldSpawnTime = WitchValueManager.I.FootholdContinueTime; _spawner = FindObjectOfType <WitchMonsterSpawnerObject>(); _isGravity = true; }