//[SerializeField] //float swingCooldown = 0.25f; void Start() { _col = GetComponent <Collider2D>(); _rend = GetComponent <SpriteRenderer>(); _anim = GetComponent <Animator>(); power = GetComponentInParent <PlayerPowerManager>(); swordSounds = GetComponentInParent <PlayerSwordSounds>(); _col.enabled = false; _rend.enabled = false; }
void Start() { player = GetComponent <PlayerGeneral>(); playerPower = GetComponent <PlayerPowerManager>(); rb = this.GetComponent <Rigidbody2D>(); animator = this.GetComponent <Animator>(); ar_manager = ArenaManager.getArenaManager(); playerPower.teleportEvent += seeTeleport; standardGravityScale = rb.gravityScale; }
void Start() { player = this.GetComponent <PlayerGeneral>(); playerPower = this.GetComponent <PlayerPowerManager>(); mem_manager = MemoryFragmentManager.getMemoryFragmentManager(); interrogation = InterrogationManager.getInterrogationManager(); player.take_hit_event += take_hit; player.instakill_event += instakill; mem_manager.pauseEvent += AnimDeactivateCollider; mem_manager.unpauseEvent += AnimActivateCollider; interrogation.startPressEvent += shockwave; startHealth(); //TODO: TODELETE playerPower.deathEvent += die; }