// Start is called before the first frame update void Start() { warriorController = GetComponent <WarriorAnimsFREE.WarriorController>(); Cursor.visible = true; hitPlayer = this.name; currentHeight = this.transform.position.y; }
private void Start() { warriorController = GetComponent <WarriorController>(); // Set currentState to idle on startup. currentState = WarriorState.Idle; }
// Start is called before the first frame update void Start() { warriorController = GetComponent <WarriorAnimsFREE.WarriorController>(); Cursor.visible = true; hitPlayer = this.name; currentHeight = this.transform.position.y; if (PlayerTextPrefab != null) { _uiGo = Instantiate(PlayerTextPrefab); _uiGo.SendMessage("SetTarget", this, SendMessageOptions.RequireReceiver); } else { Debug.LogWarning("<Color=Red><a>Missing</a></Color> PlayerTextPrefab reference on player Prefab.", this); } }
private void Awake() { warriorController = GetComponent <WarriorController>(); }
private void Awake() { animator = GetComponent <Animator>(); warriorController = GetComponentInParent <WarriorController>(); }