// Start is called before the first frame update
 void Start()
 {
     extraJumps     = jumplimit;
     rb             = GetComponent <Rigidbody2D>();
     spriteRenderer = GetComponent <SpriteRenderer>();
     m_entity       = GetComponent <scrEntity>();
     m_mirror       = GetComponent <scrSwitchGravity>();
 }
 // Start is called before the first frame update
 void Start()
 {
     m_entity = GetComponent <scrEntity>();
     rb       = GetComponent <Rigidbody2D>();
     if (GameObject.Find("Player Reflection") == null)
     {
         myReflection = Instantiate(prefabReflection, transform.position, Quaternion.identity);
     }
     Reset();
 }
Esempio n. 3
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 // Start is called before the first frame update
 void Start()
 {
     player   = GetComponent <scrPlayerMovement>();
     rb       = GetComponent <Rigidbody2D>();
     m_entity = GetComponent <scrEntity>();
     if (GameObject.Find("Player Reflection") == null)
     {
         playerReflection = Instantiate(prefabReflection, transform.position, Quaternion.identity);
     }
     Reset();
     inititalJumpForce = player.GetJumpForce();
 }
Esempio n. 4
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 private void Start()
 {
     rb        = GetComponent <Rigidbody2D>();
     m_entity  = this.gameObject.GetComponent <scrEntity>();
     checkFlip = initialFlipDirection;
 }