// Use this for initialization void Start() { collisionComponent = GetComponent <CharacterCollision> (); rb = GetComponent <Rigidbody2D> (); enemyKillComponent = GetComponent <EnemyKilling> (); chainConnectionComponent = GetComponent <ChainConnection> (); }
/// <summary> /// The Awake function is setup to make sure the required public variables are filled. /// </summary> protected void Awake() { characterCollisionScript = gameObject.GetComponent <CharacterCollision>(); characterAnimationScript = gameObject.GetComponent <CharacterAnimation>(); characterMovementScript = gameObject.GetComponent <CharacterMovement>(); playerCollider = gameObject.GetComponent <Collider2D> (); characterRigidbody = gameObject.GetComponent <Rigidbody2D>(); if (characterCollisionScript == null) { Debug.LogError("Forgotten component: The player object doesn't has the CharacterCollision script."); } if (playerCollider == null) { Debug.LogError("Forgotten component: The player object doesn't have a collider2D, you rascal!"); } if (RaycastCenter == null) { Debug.LogError("Forgotten reference: No raycast origin point is assigned to the jumpdown script on the player object."); } }
protected void OnTriggerEnter2D(Collider2D collision) { CharacterCollision c = collision.GetComponent <CharacterCollision> (); if (c == null) { return; } onHit.Invoke(); if (behaviour != null) { behaviour.OnHit(c.Character); if (behaviour.DestroyOnPickup) { Destroy(gameObject); } } }
private void Update() { currentSoundCooldown += Time.deltaTime; if (instance == null) { instance = this; } if (SceneManager.GetActiveScene().name != "Corridor") { PlayerData.invulnerabilityRemaining -= Time.deltaTime; } if (PlayerData.invulnerabilityRemaining > 0 && !shield.activeInHierarchy) { shield.SetActive(true); } if (PlayerData.invulnerabilityRemaining <= 0 && shield.activeInHierarchy) { shield.SetActive(false); } }
private void OnCollisionEnter(Collision collision) { CharacterCollision?.Invoke(collision); }
private void Awake() { instance = this; }
void Start() { collision = GetComponent <CharacterCollision>(); baseSpeed = movementSpeed; }