// Start is called before the first frame update
    void Start()
    {
        m_my_Pauser = pauserScript.pauser_Instance;
        rb          = GetComponent <Rigidbody2D>();
        if (GetComponent <Animator>() != null)
        {
            anim = GetComponent <Animator>();
        }
        else
        {
            anim = null;
        }

        //making the player face a certain way
        if (makeFaceRight)
        {
            xScale = -gameObject.transform.localScale.x;
        }
        else
        {
            xScale = gameObject.transform.localScale.x;
        }

        //this isn't working properly since it makes the player go back down to 0 in between frames
        StartCoroutine(CalcVelocity());

        healthAnim = healthBar.GetComponent <Animator>();
    }
Esempio n. 2
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 //--------------------------------------------------------------------------------------------------
 // Start is called before the first frame update
 void Start()
 {
     myMachine   = null;
     m_my_Pauser = pauserScript.pauser_Instance;
     status      = Status.Free;
     myPlayer    = ReInput.players.GetPlayer(playerNum - 1);
     ReInput.ControllerConnectedEvent += OnControllerConnected;
     CheckController(myPlayer);
 }
Esempio n. 3
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    // Start is called before the first frame update
    void Start()
    {
        rb          = GetComponent <Rigidbody2D>();
        anim        = GetComponent <Animator>();
        healthAnim  = healthBar.GetComponent <Animator>();
        m_my_Pauser = pauserScript.pauser_Instance;

        //making the player face a certain way
        if (makeFaceRight)
        {
            xScale = gameObject.transform.localScale.x;
        }
        else
        {
            xScale = -gameObject.transform.localScale.x;
        }

        player = playerState.FreeMovement;
    }
Esempio n. 4
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 private void Awake()
 {
     pauser_Instance = this;
 }