void Awake() { controller = GetComponent <IController2D>(); stateMachine = GetComponent <ITerrainState>(); attack = GetComponent <IAttack>(); lockedShooting = false; }
void Awake() { controller = GetComponent <IController2D>(); stateMachine = GetComponent <ITerrainState>(); attack = GetComponent <IAttack>(); dash = GetComponent <IDash>(); jump = GetComponent <IJump>(); move = GetComponent <IMovement>(); timeControll = GetComponent <ITimeControll>(); lockedShooting = false; }
// Use this for initialization void Start() { stateMachine = GetComponent <ITerrainState>(); LoS = GetComponent <LineOfSight>(); }
ITerrainState stateMachine; // Get the entity terrain state. // Use this for initialization void Start() { playerRb2D = GetComponent <Rigidbody2D>(); mySpriteRenderer = GetComponent <SpriteRenderer>(); stateMachine = GetComponent <ITerrainState>(); }
void Awake() { controller = GetComponent <IController2D>(); stateMachine = GetComponent <ITerrainState>(); dash = GetComponent <IDash>(); }
void Awake() { controller = GetComponent <IController2D>(); stateMachine = GetComponent <ITerrainState>(); jump = GetComponent <IJump>(); }
void Awake() { controller = GetComponent <IController2D>(); stateMachine = GetComponent <ITerrainState>(); move = GetComponent <IMovement>(); }