private void Awake() { rpgCharacterMovementController = GetComponent <RPGCharacterMovementController>(); rpgCharacterWeaponController = GetComponent <RPGCharacterWeaponController>(); rpgCharacterInputController = GetComponent <RPGCharacterInputController>(); animator = GetComponentInChildren <Animator>(); if (animator == null) { Debug.LogError("ERROR: There is no animator for character."); Destroy(this); } //Find HeadLookController if applied. headLookController = GetComponent <PerfectLookAt.PerfectLookAt>(); ikHands = GetComponent <IKHands>(); //Set for starting Relax state. weapon = Weapon.RELAX; animator.SetInteger("Weapon", -1); animator.SetInteger("WeaponSwitch", -1); StartCoroutine(_ResetIdleTimer()); //Turn off headlook in editor. #if UNITY_EDITOR headLook = false; #endif isHeadlook = headLook; }
private void Awake() { superCharacterController = GetComponent <SuperCharacterController.Code.SuperCharacterController.Core.SuperCharacterController>(); rpgCharacterController = GetComponent <RPGCharacterController>(); rpgCharacterInputController = GetComponent <RPGCharacterInputController>(); navMeshAgent = GetComponent <UnityEngine.AI.NavMeshAgent>(); animator = GetComponentInChildren <Animator>(); capCollider = GetComponent <CapsuleCollider>(); rb = GetComponent <Rigidbody>(); if (rb != null) { //Set restraints on startup if using Rigidbody. rb.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationZ; } //Set currentState to idle on startup. currentState = RPGCharacterState.Idle; rpgCharacterState = RPGCharacterState.Idle; }