//public AbilityHyperDash abilityHyperDash; // Use this for initialization void Start() { //Physics.gravity = new Vector3 (0, 0, -9.81f); anim = GetComponent <Animator> (); basicMovement = GetComponent <AbilityBasicMovement> (); attackAbility = GetComponent <AttackAbility> (); shieldAbility = GetComponent <AbilityShield> (); dodgeAbility = GetComponent <AbilityDodgeRoll> (); sprintAttackAbility = GetComponent <AbilitySprintAttack> (); chargedAttackAbility = GetComponent <AbilityChargedAttack> (); warpStrikeAbility = GetComponent <AbilityWarpStrike>(); grabAbility = GetComponent <AbilityGrab> (); flinchState = GetComponent <PlayerStateFlinch> (); fallState = GetComponent <AbilityFall> (); interactState = GetComponent <AbilityInteract> (); dialogueState = GetComponent <AbilityDialogue> (); hurtInfo = GetComponent <HurtInfoReceiver> (); playerHealthComponent = GetComponent <PlayerHealthComponent>(); //abilityHyperDash = GetComponent<AbilityHyperDash> (); //If Player doesn't exist yet if (!playerExists) { playerExists = true; DontDestroyOnLoad(transform.gameObject); } else { Destroy(gameObject); } //Starting state for player playerState = PlayerState.Default; }
// Use this for initialization void Start() { timer = 0f; //knockBackDirection = Vector2.zero; flinchState = FlinchState.Setup; spriteRenderer = GetComponent <SpriteRenderer> (); animator = GetComponent <Animator> (); playerBody = GetComponent <Rigidbody2D> (); hurtInfo = GetComponent <HurtInfoReceiver> (); }