//When starting, reset all artifacts and artifact effects private void Start() { ClearPlayerArtifacts(); myPlayerCanvasAnimationmanager = this.GetComponentInChildren <PlayerCanvasAnimationManager>(); myPlayerAnimationmanager = this.GetComponent <PlayerAnimationManager>(); mySprite = this.GetComponent <SpriteRenderer>(); }
//In the beginning we will set up player with full health & update UI void Start() { myWinLoseManager = WinLoseManager.winLoseManager; myPlayerCanvasAnimationmanager = this.GetComponentInChildren<PlayerCanvasAnimationManager>(); myPlayerAnimationmanager = this.GetComponent<PlayerAnimationManager>(); mySprite = this.GetComponent<SpriteRenderer>(); currentLife = maxLife; UpdateUI(); }
// OnStateExit is called when a transition ends and the state machine finishes evaluating this state override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { if (DoesAnimatorHaveParameter("PlayerCanvasState", animator)) { animator.SetInteger("PlayerCanvasState", PlayerCanvasAnimationManager.GetAnimationIndex(endAnimation)); } else if (DoesAnimatorHaveParameter("State", animator)) { animator.SetInteger("State", PlayerAnimationManager.GetAnimationIndex(endAnimation2)); } }