void Start()
    {
        GetDefaultBindings();
        SetDefaultBindings();

        characterMovement2D  = GetComponent <CharacterMovement2D>();
        characterCombat2D    = GetComponent <CharacterCombat2D>();
        characterAbilities2D = GetComponent <CharacterAbilities2D>();
    }
    protected virtual void Awake()
    {
        animator          = GetComponent <Animator>();
        characterMovement = GetComponent <CharacterMovement2D>();

        damageable = GetComponent <IDamageable>();
        if (damageable != null)
        {
            damageable.OnDeath += OnDeath;
        }
    }
    IEnumerator Teleport(float delay, GameObject beingTeleported)
    {
        CharacterMovement2D playerMovement = beingTeleported.GetComponent <CharacterMovement2D>();

        playerMovement.enabled = false;
        SoundManager.PlaySound("Teleport");
        yield return(new WaitForSeconds(delay));

        beingTeleported.transform.position = new Vector2(portal.transform.position.x, portal.transform.position.y);
        playerMovement.enabled             = true;
    }
예제 #4
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    private void OnCollisionEnter2D(Collision2D collision)
    {
        CharacterMovement2D charMove2D = null;

        charMove2D = collision.gameObject.GetComponentInParent <CharacterMovement2D>();

        if (charMove2D != null)
        {
            charMove2D.SetSurface(m_GroundSurface);
        }
    }
    // Start is called before the first frame update
    void Start()
    {
        playerMovement = GetComponent <CharacterMovement2D>();
        playerInput    = GetComponent <PlayerInput>();
        playerFacing   = GetComponent <CharacterFacing2D>();

        damageable          = GetComponent <IDamageable>();
        damageable.OnDeath += OnDeath;

        //TODO: Criar sistema para trocar weapon em runtime
        if (weaponObject)
        {
            Weapon = weaponObject.GetComponent <IWeapon>();
        }
    }
 // Use this for initialization
 void Start()
 {
     movement2D = GetComponent <CharacterMovement2D>();
     sprite     = GetComponent <SpriteRenderer>();
 }