// [SerializeField] bool invincible; // [SerializeField] bool sneaking; // [SerializeField] bool stunned; // [SerializeField] bool running; // [SerializeField] bool defending; // [SerializeField] bool countering; #endregion #region Setup protected override void OnAwake() { base.OnAwake(); stats = GetComponent <BaseCharacterClassicStats> (); moveSet = GetComponent <CharacterMovesetModule> (); //used to access actions for state activation equipment = GetComponent <BaseEquipmentLoadoutModule> (); _animation = GetComponent <MeshRenderer> (); armed = false; attacking = false; // sneaking = false; // // stunned = false; // running = false; // defending = false; // countering = false; }
protected override void OnAwake() { base.OnAwake (); stats = GetComponent<BaseCharacterClassicStats> (); moveSet = GetComponent<CharacterMovesetModule> (); //used to access actions for state activation equipment = GetComponent<BaseEquipmentLoadoutModule> (); _animation = GetComponent<MeshRenderer> (); armed = false; attacking = false; // sneaking = false; // // stunned = false; // running = false; // defending = false; // countering = false; }