Esempio n. 1
0
        // Use this for initialization.
        void Start()
        {
            // Setting up references.
            rigidbody      = GetComponent <Rigidbody2D>();
            groundCheck    = transform.Find("groundCheck");
            frontCheckTop  = new GameObject("frontCheckTop");
            frontCheckBot  = new GameObject("frontCheckBot");
            playerJump     = GetComponent <PlayerJump>();
            playerWall     = GetComponent <PlayerWall>();
            playerRun      = GetComponent <PlayerRun>();
            playerCrouch   = GetComponent <PlayerCrouch>();
            playerDash     = GetComponent <PlayerDash>();
            playerHitbox   = GetComponent <PlayerHitbox>();
            playerPlatform = GetComponent <PlayerPlatform>();
            normalRotation = transform.localRotation;
            animator       = GetComponent <Animator>();
            gravityScale   = rigidbody.gravityScale;

            // Set the frontCheck and backCheck transform parent to the player's transform.
            frontCheckTop.transform.parent = transform;
            frontCheckBot.transform.parent = transform;

            // Check which direction the player is facing based on the spriteDirection and flip when the spriteDirection is Left.
            if (spriteDirection == Direction.Right)
            {
                facingRight = true;
            }
            else
            {
                facingRight = false;
                Flip();
            }

            // Change the side marker positions.
            playerHitbox.ChangeSidePositions();

            Debug.Log("vdd");
        }
		// Use this for initialization.
		void Start () {
			// Setting up references.
			rigidbody = GetComponent<Rigidbody2D>();
			groundCheck = transform.Find("groundCheck");
			frontCheckTop = new GameObject("frontCheckTop");
			frontCheckBot = new GameObject("frontCheckBot");
			playerJump = GetComponent<PlayerJump>();
			playerWall = GetComponent<PlayerWall>();
			playerRun = GetComponent<PlayerRun>();
			playerCrouch = GetComponent<PlayerCrouch>();
			playerDash = GetComponent<PlayerDash>();
			playerHitbox = GetComponent<PlayerHitbox>();
			playerPlatform = GetComponent<PlayerPlatform>();
			normalRotation = transform.localRotation;
			animator = GetComponent<Animator>();
			gravityScale = rigidbody.gravityScale;
			
			// Set the frontCheck and backCheck transform parent to the player's transform.
			frontCheckTop.transform.parent = transform;
			frontCheckBot.transform.parent = transform;

			// Check which direction the player is facing based on the spriteDirection and flip when the spriteDirection is Left.
			if (spriteDirection == Direction.Right) {
				facingRight = true;
			} else {
				facingRight = false;
				Flip();
			}

			// Change the side marker positions.
			playerHitbox.ChangeSidePositions();
		}