// Use this for initialization void Start() { INVULNERABLE = false; switch (PlayerPrefs.GetString("Difficulty")) { case "Easy": WaveSystem.GameDifficulty = Difficulty.Easy; break; case "Normal": WaveSystem.GameDifficulty = Difficulty.Normal; break; case "Hard": WaveSystem.GameDifficulty = Difficulty.Hard; break; default: WaveSystem.GameDifficulty = Difficulty.Easy; break; } anim = GetComponent<Animator>(); currentAtkState = anim.GetCurrentAnimatorStateInfo (player_StateAttackLayer); inputHandler = new InputHandler(); IsAuraActive = false; //LevelSystem = new LevelSystem(); //Skills = LevelSystem.GetPlayerSkills(); //Skills.AddSkillPoint(); Skills = new PlayerSkills (Equipment, audio, Accept, Reject); Skills.AddSkillPoints (WaveSystem.GameDifficulty); //get the proper amount of lives Lives = WaveSystem.LivesPerDifficulty[(int)WaveSystem.GameDifficulty]; renderer.material.color = Color.red; knockback = new Vector3(); Mass = 10f; Score = 0; Physics.IgnoreLayerCollision (9, 9); PlayerAnimation.animation["attack"].speed = 2.5f; }