void Start() { playerMotor = GetComponent <PlayerMotor>(); controller = GetComponent <CharacterController>(); frictionMotor = GetComponent <FrictionMotor>(); climbingMotor = GetComponent <ClimbingMotor>(); stepDetector = GetComponent <PlayerStepDetector>(); myTransform = playerMotor.transform; }
void Start() { player = GameManager.Instance.PlayerEntity; playerMotor = GetComponent <PlayerMotor>(); groundMotor = GetComponent <PlayerGroundMotor>(); levitateMotor = GetComponent <LevitateMotor>(); controller = GetComponent <CharacterController>(); playerEnterExit = GetComponent <PlayerEnterExit>(); acrobatMotor = GetComponent <AcrobatMotor>(); speedChanger = GetComponent <PlayerSpeedChanger>(); stepDetector = GetComponent <PlayerStepDetector>(); }
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>(); stepDetector = GetComponent <PlayerStepDetector>(); playerEnterExit = GameManager.Instance.PlayerEnterExit; // Allow for resetting specific player state on new game or when game starts loading SaveLoadManager.OnStartLoad += SaveLoadManager_OnStartLoad; StartGameBehaviour.OnNewGame += StartGameBehaviour_OnNewGame; }