コード例 #1
0
        /// <summary>
        /// On Initialization, we rotate our character to match the initial gravity angle and store it
        /// </summary>
        protected override void Initialization()
        {
            base.Initialization();

            // we rotate our character based on our InitialGravityAngle
            _newRotationAngle.z        = InitialGravityAngle;
            transform.localEulerAngles = _newRotationAngle;
            _characterDash             = _character?.FindAbility <CharacterDash>();

            // we override our default gravity angle with the initial one and cache it
            _defaultGravityAngle  = InitialGravityAngle;
            _currentGravityAngle  = _defaultGravityAngle;
            _previousGravityAngle = _defaultGravityAngle;

            _gravityPoints = new List <GravityPoint> ();
            UpdateGravityPointsList();
        }
コード例 #2
0
 /// <summary>
 /// On init we grab our CharacterDash component
 /// </summary>
 protected override void Initialization()
 {
     _characterDash = this.gameObject.GetComponent <CharacterDash>();
 }
コード例 #3
0
 /// <summary>
 /// On init we grab our CharacterDash component
 /// </summary>
 protected override void Initialization()
 {
     _characterDash = this.gameObject.GetComponentInParent <Character>()?.FindAbility <CharacterDash>();
 }