void Awake() { blinkController = GetComponent <BlinkController>(); rend = GetComponentInChildren <Renderer>(); col = GetComponent <BoxCollider>(); voxelization = GetComponentInChildren <VoxelizationClient>(); bodyState = BodySubState.NORMAL; bodyDeactivate = new ParticleSystem[bodyDeactivatePrefabs.Length]; Transform fx = transform.FindDeepChild("FX"); GameObject temp; for (int i = 0; i < bodyDeactivatePrefabs.Length; ++i) { temp = Instantiate(bodyDeactivatePrefabs[i]); temp.transform.SetParent(fx); temp.transform.localPosition = Vector3.zero; bodyDeactivate[i] = temp.GetComponent <ParticleSystem>(); } temp = Instantiate(bodyDestructionPrefab); temp.transform.SetParent(fx); temp.transform.localPosition = Vector3.zero; bodyDestruction = temp.GetComponent <ParticleSystem>(); overground = false; invulnerable = false; }
protected virtual void Awake() { voxelization = GetComponentInChildren <VoxelizationClient>(); rend = GetComponentInChildren <Renderer>(); mainCollider = GetComponent <Collider>(); dyingCollider = transform.FindDeepChild("DyingCollider").gameObject; blinkController = GetComponent <BlinkController>(); }
// Use this for initialization void Awake () { defaultState = new SpiderAIDefaultState(this); closeState = new AIBaseState(this); attackChipState = new AIBaseState(this); voxelization = GetComponent<VoxelizationClient>(); spiderRenderer = GetComponentInChildren<Renderer>(); }
void Awake() { bb = new PlayerBlackboard(); bb.Init(this); bb.shield = shield; shieldRend = shield.GetComponent <Renderer>(); voxelization = GetComponentInChildren <VoxelizationClient>(); ctrl = GetComponent <CharacterController>(); trail = GetComponentInChildren <TrailRenderer>(); noShootPSGO = noShootPS.gameObject; init = true; //Debug.Log("Player " + playerId + " created."); }
void Awake() { Debug.Log("Player " + playerId + " created."); rend = GetComponentInChildren<Renderer>(); ctrl = GetComponent<CharacterController>(); voxelization = GetComponent<VoxelizationClient>(); string player = ""; switch (playerId) { case 1: player = "P1"; break; case 2: player = "P2"; break; } moveHorizontal = player + "_Horizontal"; moveVertical = player + "_Vertical"; aimHorizontal = player + "_AimHorizontal"; aimVertical = player + "_AimVertical"; fire = player + "_Fire"; dash = player + "_Dash"; playerRayCastMask = LayerMask.GetMask(player + "RayCast"); }
void Awake() { voxelization = GetComponentInChildren <VoxelizationClient>(); rend = GetComponentInChildren <Renderer>(); overground = false; }
// Use this for initialization void Awake () { voxelization = GetComponent<VoxelizationClient>(); }
//Unity methods void Awake() { playerRayCastMask = LayerMask.GetMask("PlayerRayCast"); rigidBody = GetComponent<Rigidbody>(); voxelization = GetComponent<VoxelizationClient>(); }
//Unity methods void Awake() { Debug.Log("Player " + playerId + " created."); rend = GetComponentInChildren<Renderer>(); ctrl = GetComponent<CharacterController>(); voxelization = GetComponent<VoxelizationClient>(); spawningState = new PlayerSpawningState(); idleState = new PlayerIdleState(); longIdleState = new PlayerLongIdleState(); movingState = new PlayerMovingState(); dashingState = new PlayerDashingState(); specialState = new PlayerSpecialState(); swingingState = new PlayerSwingingState(); receivingDamageState = new PlayerReceivingDamageState(); fallingState = new PlayerFallingState(); dyingState = new PlayerDyingState(); spawningState.Init(this); idleState.Init(this); longIdleState.Init(this); movingState.Init(this); dashingState.Init(this); specialState.Init(this); swingingState.Init(this); receivingDamageState.Init(this); fallingState.Init(this); dyingState.Init(this); currentState = spawningState; string player = ""; switch (playerId) { case 1: player = "P1"; break; case 2: player = "P2"; break; } moveHorizontal = player + "_Horizontal"; moveVertical = player + "_Vertical"; aimHorizontal = player + "_AimHorizontal"; aimVertical = player + "_AimVertical"; fire = player + "_Fire"; dash = player + "_Dash"; special = player + "_Special"; playerRayCastMask = LayerMask.GetMask(player + "RayCast"); animator = GetComponent<Animator>(); }