void SetShieldDirection( CharacterMovementView.ShieldDirection direction ) { transform.localScale = Vector3.one; switch( direction ) { case CharacterMovementView.ShieldDirection.Front: m_Renderer.sprite = VisualsFront; m_MovementView.SetSortingOrderOfShield( 150 ); break; case CharacterMovementView.ShieldDirection.Back: m_Renderer.sprite = VisualsBack; m_MovementView.SetSortingOrderOfShield( 50 ); break; case CharacterMovementView.ShieldDirection.Left: transform.localScale = new Vector3( -1, 1, 1 ); m_Renderer.sprite = VisualsSide; m_MovementView.SetSortingOrderOfShield( 50 ); break; case CharacterMovementView.ShieldDirection.Right: m_Renderer.sprite = VisualsSide; m_MovementView.SetSortingOrderOfShield( 150 ); break; case CharacterMovementView.ShieldDirection.FrontHalf: m_Renderer.sprite = VisualsFrontHalf; m_MovementView.SetSortingOrderOfShield( 150 ); break; case CharacterMovementView.ShieldDirection.BackHalf: m_Renderer.sprite = VisualsBackHalf; m_MovementView.SetSortingOrderOfShield( 50 ); break; } }
void Awake() { m_MovementModel = GetComponent <CharacterMovementModel>(); m_MovementView = GetComponent <CharacterMovementView>(); m_InteractionModel = GetComponent <CharacterInteractionModel>(); m_pocketModel = GetComponent <CharacterPocketModel>(); }
//Init all systems by finding their gamecomponent private void Awake() { m_MovementModel = GetComponent <CharacterMovementModel>(); m_MovementView = GetComponent <CharacterMovementView>(); m_InteractionModel = GetComponent <CharacterInteractionModel>(); m_BombModel = GetComponent <CharacterBombModel>(); }
public Inventory m_Inventory; //this is for debugging purposes void Awake() { m_MovementModel = GetComponent <CharacterMovementModel>(); m_MovementView = GetComponent <CharacterMovementView>(); m_InteractionModel = GetComponent <CharacterInteractionModel>(); if (gameObject.tag == "Player") { m_AttackManager = GetComponentInChildren <AttackManager>(); } }
void Awake() { character = this; m_MovementModel = MovementModel; m_InteractionModel = InteractionModel; m_MovementView = MovementView; m_InventoryModel = InventoryModel; m_AttackableCharacter = AttackableCharacter; m_CharacterAudio = AudioCharacter; }
void Awake() { character = GetComponent <Character>(); m_MovementModel = GetComponent <CharacterMovementModel>(); m_MovementView = GetComponent <CharacterMovementView>(); m_InteractionModel = GetComponent <CharacterInteractionModel>(); m_EquipmentModel = GetComponents <EquipmentBaseModel>(); holdTimers = new float[3]; canUse = new bool[3] { true, true, true }; }
void Start() { m_Renderer = GetComponentInChildren <SpriteRenderer>(); m_MovementView = GetComponentInParent <CharacterMovementView>(); }
protected void Awake() { m_movementModel = GetComponent <CharacterMovementModel>(); m_movementView = GetComponent <CharacterMovementView>(); }
public void ForceShieldDirection( CharacterMovementView.ShieldDirection shieldDirection ) { m_IsDirectionForced = true; m_ForcedDirection = shieldDirection; }
void Start() { m_Renderer = GetComponentInChildren<SpriteRenderer>(); m_MovementView = GetComponentInParent<CharacterMovementView>(); }
void Awake() { m_MovementModel = GetComponent<CharacterMovementModel>(); m_MovementView = GetComponent<CharacterMovementView>(); m_InteractionModel = GetComponent<CharacterInteractionModel>(); }
private void Awake() { MovementModel = GetComponent <CharacterMovementModel>(); MovementView = GetComponent <CharacterMovementView>(); InteractionModel = GetComponent <CharacterInteractionModel>(); }