protected override void Initialize() { base.Initialize(); ball = FindObjectOfType <BallBehaviour>(); detectGround = FindObjectOfType <DetectGround>(); ballCollision.OnDetect += AutomaticKickBall; playerCollision.OnDetect += AutomaticKickPlayer; }
private void Start() { GameObject[] go = GameObject.FindGameObjectsWithTag("DectectGround"); for (int n = 0; n < go.Length; n++) { mDetectGrArr[n] = new DetectGround(); mDetectGrArr[n] = go[n].GetComponent <DetectGround>(); } }
protected override void Initialize() { base.Initialize(); rb = GetComponent <Rigidbody>(); thisCollider = GetComponent <Collider>(); detectGround = GetComponent <DetectGround>(); lifeSlider = GameManager.Instance.hudStats[character.playerIndex].lifeSlider; lifeSlider.maxValue = maxLife; lifeSlider.value = maxLife; isKnockout = false; extendKnockTimer = false; }
protected virtual void Awake() { anim = GetComponent <Character>().model.GetComponent <Animator>(); rb = GetComponent <Rigidbody>(); detectGround = GetComponent <DetectGround>(); characterSkill = GetComponent <CharacterSkill>(); skillHeadButt = GetComponent <CharacterSkillHeadButt>(); skillKick = GetComponent <CharacterSkillKick>(); skillJump = GetComponent <CharacterSkillJump>(); canMove = true; lastPosition = transform.position; }
private void Start() { feet = GetComponentInChildren <DetectGround>(); GetComponent <Rigidbody2D>().gravityScale = 2f; mySpeed = 0.4f; maxDistanceDelta = 0.15f; jumpAccelerate = 0.2f; jumpDistanceDelta = 0.15f; GetComponent <PolygonCollider2D>().offset = new Vector2(-0.1f, 0f); if (isMap) { float x = PlayerPrefs.GetFloat("memoryX"); float y = PlayerPrefs.GetFloat("memoryY"); Vector2 startPos = new Vector2(x, y); transform.localPosition = startPos; } }
private float projectileCooldown; //limit how often we can shoot // Use this for initialization void Start() { time_Tracker = 0; timeSinceLastPress = 0; m_Feet = gameObject.GetComponentInChildren <DetectGround>(); UI_Slider = GameObject.FindGameObjectWithTag("UI_Slider").GetComponent <Slider>(); m_Animator = gameObject.GetComponent <Animator>(); m_rb2D = gameObject.GetComponent <Rigidbody2D>(); SpaceAlternator = false; isStunned = false; isGrounded = true; staminaFloat = 60f; m_renderer = GetComponent <SpriteRenderer>(); maxSpeed = 10f; isSliding = false; slideDur = -1f; projectileCooldown = 0; }
private void Awake() { player = FindObjectOfType <PlayerMovement>(); target = player.gameObject.transform; startRight = facingRight; home = transform.position; _controller = GetComponent <CharacterController2D>(); if (enemyAnimator == null) { enemyAnimator = GetComponentInChildren <Animator>(); } if (groundDetector == null) { groundDetector = GetComponentInChildren <DetectGround>(); } if (wallDetector == null) { wallDetector = GetComponentInChildren <DetectWalls>(); } }
private float projectileCooldown; //limit how often we can shoot // Use this for initialization void Start() { isAlive = true; time_Tracker = 0; timeSinceLastPress = 0; m_Feet = gameObject.GetComponentInChildren <DetectGround>(); UI_Slider = GameObject.FindGameObjectWithTag("UI_Slider").GetComponent <Slider>(); m_Animator = gameObject.GetComponent <Animator>(); m_rb2D = gameObject.GetComponent <Rigidbody2D>(); SpaceAlternator = false; isStunned = false; isGrounded = true; staminaFloat = 60f; m_renderer = GetComponent <SpriteRenderer>(); isSliding = false; slideDur = -.5f; projectileCooldown = 0; staminaDrainMult = 1 / (maxSpeed / 10); moveSpeedMultiplier = 1; //for now }
protected override void Initialize() { base.Initialize(); ball = FindObjectOfType <BallBehaviour>(); detectGround = FindObjectOfType <DetectGround>(); }
private void Awake() { DG = transform.GetChild(0).GetComponent <DetectGround>(); rb = GetComponent <Rigidbody2D>(); player = GetComponent <Player>(); }
protected override void Initialize() { base.Initialize(); rb = GetComponent <Rigidbody>(); detectGround = GetComponent <DetectGround>(); }