public void SetUpPlayerJump(InputDevice iDev, PlayerPhysicsRF playerPhys, PlayerGlitchRF pGlitch, Rigidbody2D rigb) { inputDev = iDev; rb = rigb; pp = playerPhys; pg = pGlitch; }
private void SetUp() { rb = GetComponent <Rigidbody2D>(); joystick = InputManager.Devices[0]; pm = GetComponent <PlayerMovementRF>(); pm.SetUpPlayerMovement(joystick, rb); pp = GetComponent <PlayerPhysicsRF>(); pp.SetUpPhysics(GetComponent <BoxCollider2D>(), GetComponent <CircleCollider2D>(), rb); pg = GetComponent <PlayerGlitchRF>(); pg.SetUpPlayerGlitch(joystick, rb); pj = GetComponent <PlayerJumpRF>(); pj.SetUpPlayerJump(joystick, pp, pg, rb); pr = GetComponent <PlayerRespawnRF>(); pr.SetUpPlayerRespawn(); pf = GetComponent <PlayerFollowRF>(); pa = GetComponent <PlayerAnimationRF>(); pa.SetUpPlayerAnimation(pp, pm, pg, pr); ps = GetComponent <PlayerStartUp>(); ps.SetUpPlayerStartUp(isActive, joystick); }
// Use this for initialization // Update is called once per frame public void SetUpPlayerAnimation(PlayerPhysicsRF playerPhys, PlayerMovementRF playerMove, PlayerGlitchRF playerGlitch, PlayerRespawnRF playerRes) { pc = GetComponent <PlayerControllerRF> (); sr = GetComponent <SpriteRenderer>(); anim = GetComponent <Animator>(); pp = playerPhys; pm = playerMove; pg = playerGlitch; pr = playerRes; }