/// <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(); }
/// <summary> /// On init we grab our CharacterDash component /// </summary> protected override void Initialization() { _characterDash = this.gameObject.GetComponent <CharacterDash>(); }
/// <summary> /// On init we grab our CharacterDash component /// </summary> protected override void Initialization() { _characterDash = this.gameObject.GetComponentInParent <Character>()?.FindAbility <CharacterDash>(); }