// Use this for initialization void Start() { gauge = GameObject.Find("HP").GetComponent <LifeScript>(); stopTime = GameObject.Find("TimerText").GetComponent <TimerController>(); anim = GetComponent <Animator>(); rigid2D = GetComponent <Rigidbody2D>(); special = GetComponent <GhostSprites>(); special.getTrailSize(2); name = GetComponent <isName>().getName(); }
public override void OnInspectorGUI() { DrawDefaultInspector(); if (GUILayout.Button("Restore Defaults")) { GhostSprites sprites = (GhostSprites)target; sprites.RestoreDefaults(); } }
[HideInInspector] public bool commandSwitching; //don't allow commands while switching // Use this for initialization void Awake() { switch (numCommands) { case 2: Instantiate(HUD [0]); break; case 3: Instantiate(HUD [1]); break; //etc } canDash = true; hasSword = true; dashing = false; attackCombo = new bool[COMBONUM]; attacking = false; attackLock = true; dashCharges = numDashes; Physics2D.IgnoreLayerCollision(8, 9, false); //prevent invincability by dashing into transition for (int i = 0; i < COMBONUM; i++) { attackCombo[i] = false; } canAttack = true; pm = GetComponent <PlayerMovement> (); sfx = GetComponent <SFXManager> (); rb = GetComponent <Rigidbody2D> (); an = GetComponent <Animator> (); gs = GetComponent <GhostSprites> (); ps = GetComponentInChildren <PlayerSword> (); ph = GameObject.FindGameObjectWithTag("HUD").GetComponent <PlayerHUD> (); php = GetComponent <PlayerHealth> (); php.ph = ph; for (int i = 0; i < numCommands; i++) { commands [i] = Instantiate(commandsOriginals [chosenCommands[i]]).GetComponent <PlayerCommand>(); } gs.ClearTrail(); selectedCommand = 1; canCommand = true; damageColliderOriginalOffset = php.damageCollider.offset; }