void Start() { heightChanger = GetComponent <PlayerHeightChanger>(); playerMotor = GetComponent <PlayerMotor>(); controller = GetComponent <CharacterController>(); previousHeightHit = 0f; }
private void Start() { controller = GetComponent <CharacterController>(); heightChanger = GetComponent <PlayerHeightChanger>(); playerMotor = GameManager.Instance.PlayerMotor; myTransform = playerMotor.transform; slideLimit = controller.slopeLimit - .1f; rayDistance = controller.height * .5f + controller.radius; }
void Start() { controller = GetComponent <CharacterController>(); speedChanger = GetComponent <PlayerSpeedChanger>(); myTransform = transform; speed = speedChanger.GetBaseSpeed(); jumpTimer = antiBunnyHopFactor; climbingMotor = GetComponent <ClimbingMotor>(); heightChanger = GetComponent <PlayerHeightChanger>(); levitateMotor = GetComponent <LevitateMotor>(); frictionMotor = GetComponent <FrictionMotor>(); // Allow for resetting specific player state on new game or when game starts loading SaveLoadManager.OnStartLoad += SaveLoadManager_OnStartLoad; StartGameBehaviour.OnNewGame += StartGameBehaviour_OnNewGame; }
void Start() { controller = GetComponent <CharacterController>(); speedChanger = GetComponent <PlayerSpeedChanger>(); speed = speedChanger.GetBaseSpeed(); groundMotor = GetComponent <PlayerGroundMotor>(); climbingMotor = GetComponent <ClimbingMotor>(); heightChanger = GetComponent <PlayerHeightChanger>(); levitateMotor = GetComponent <LevitateMotor>(); frictionMotor = GetComponent <FrictionMotor>(); acrobatMotor = GetComponent <AcrobatMotor>(); // Allow for resetting specific player state on new game or when game starts loading SaveLoadManager.OnStartLoad += SaveLoadManager_OnStartLoad; StartGameBehaviour.OnNewGame += StartGameBehaviour_OnNewGame; }