void Awake() { // Setting up references. groundCheck = transform.Find("GroundCheck").GetComponent <OverlapCheck>(); anim = GetComponentInChildren <Animator>(); rigid = GetComponent <Rigidbody2D>(); flipper = GetComponentInChildren <FlipSprite>(); body = transform.Find("Body").gameObject; wallCheck = transform.Find("WallCheck").GetComponent <OverlapCheck>(); //Animation state setup idleState = Animator.StringToHash("Base Layer.Idle"); runState = Animator.StringToHash("Base Layer.Run"); skidState = Animator.StringToHash("Base Layer.Skid"); jumpState = Animator.StringToHash("Base Layer.Jump"); fallState = Animator.StringToHash("Base Layer.Fall"); backflipState = Animator.StringToHash("Base Layer.Backflip"); walljumpState = Animator.StringToHash("Base Layer.WallJump"); slideState = Animator.StringToHash("Base Layer.Slide"); diveState = Animator.StringToHash("Base Layer.Dive"); rollState = Animator.StringToHash("Base Layer.Roll"); bonkState = Animator.StringToHash("Base Layer.Bonk"); getHitState = Animator.StringToHash("Base Layer.GetHit"); gravMem = rigid.gravityScale; maxSpeedMem = maxSpeed; colorMem = GetComponent <ShadowTrail>().trailColor; }
void Start() { GameObject player = GameObject.Find("Player"); buildScript = player.GetComponent <Build>(); spriteRenderer = GetComponent <SpriteRenderer>(); innerCheck = transform.Find("InnerOverlapCheck").GetComponent <OverlapCheck>(); }