// Start is called before the first frame update void Start() { transform.eulerAngles = new Vector3(0, 180, 0); baseYValue = transform.localPosition.y; player = transform.parent.parent.GetComponentInChildren <Rigidbody>(); playerData = player.GetComponent <ElementalMovementController>(); }
// Start is called before the first frame update void Start() { startOffset = new Vector3[playerParts.Length]; startRotation = new Quaternion[playerParts.Length]; for (int i = 0; i < playerParts.Length; i++) { startOffset[i] = playerParts[i].transform.localPosition; startRotation[i] = playerParts[i].transform.localRotation; } transform.eulerAngles = new Vector3(0, 180, 0); baseYValue = transform.localPosition.y; player = transform.parent.parent.GetComponentInChildren <Rigidbody>(); playerData = player.GetComponent <ElementalMovementController>(); }
// Start is called before the first frame update void Awake() { //We start by cloning the main eye material playerEyeMaterial = new Material(playerEyeMaterial); player = GetComponent <ElementalMovementController>(); InitializeMaterialIDs(); InitializeCharacterEmotion(); NormalMood(); //We start the blinking cycle Invoke("Blink", Random.Range(BLINKOFTEN, BLINKSOMETIMES)); }
// Start is called before the first frame update void Start() { movementController = GetComponent <ElementalMovementController>(); DeactivateTimer(); }