// Use this for initialization void Start() { FacingRight = true; rewind = GetComponent <CharacterRewindHandler> (); physics = GetComponent <PlayerPhysics> (); playerAnimation = GetComponent <PlayerAnimation> (); rewindScene = GameObject.FindObjectOfType <RewindSceneController> (); }
// Use this for initialization void Start() { if (!LaserPrefab) { Debug.LogError("Please set laser prefab"); } else { if (ShootSprite != null) { rend = GetComponent <SpriteRenderer> (); } rewind = GetComponent <CharacterRewindHandler> (); } }
// Use this for initialization void Start() { rewind = GetComponent <CharacterRewindHandler> (); physics = GetComponent <Physics> (); animator = GetComponent <Animator> (); movementCommands = new MovementWithPhysicsCommand[MovesInEachDirection * 2]; for (int i = 0; i < movementCommands.Length / 2; i++) { movementCommands [i] = new MovementWithPhysicsCommand(transform, new Vector2(1, -1) * MoveSpeed, physics); } for (int i = movementCommands.Length / 2; i < movementCommands.Length; i++) { movementCommands [i] = new MovementWithPhysicsCommand(transform, new Vector2(-1, -1) * MoveSpeed, physics); } }
// Use this for initialization void Start() { rewind = GetComponent <CharacterRewindHandler> (); animator = GetComponent <Animator> (); }
// Use this for initialization void Start() { animator = GetComponent <Animator> (); rewind = GetComponent <CharacterRewindHandler> (); InitAnimationCommands(); }
// Use this for initialization void Start() { rewind = GetComponent <CharacterRewindHandler> (); }
public void RegisterRewindHandler(CharacterRewindHandler rewind) { rewindHandlers.Add(rewind); }