void Start() { uc = FindObjectOfType <UIController>(); ls = FindObjectOfType <LoseSystem>(); pk = FindObjectOfType <PlayerCombat>(); pc = FindObjectOfType <PlayerController>(); }
void Start() { ss = FindObjectOfType <ScoreSystem>(); ls = FindObjectOfType <LoseSystem>(); rb = GetComponent <Rigidbody2D>(); ec = FindObjectOfType <EnemyController>(); sr = GetComponent <SpriteRenderer>(); anim = GetComponent <Animator>(); if (!needsToFlip) { anim.SetBool("direita", ec.Right()); } if (ec.Right()) { rb.velocity = new Vector2(-speed, 0); if (needsToFlip) { sr.flipX = true; } } else { rb.velocity = new Vector2(speed, 0); } }
void Start() { maxNPC = npc.Length - 1; sp = FindObjectOfType <SegundosSpawn>(); ss = FindObjectOfType <ScoreSystem>(); ls = FindObjectOfType <LoseSystem>(); }
void Start() { p = FindObjectOfType <PlayerController>(); // PlayerPrefs.SetInt("skinID", p.skin); ls = FindObjectOfType <LoseSystem>(); pc = FindObjectOfType <PlayerCombat>(); sprt = GetComponent <SpriteRenderer>(); //Preparo de Animação sprites = Resources.LoadAll <Sprite>("skins/" + PlayerPrefs.GetInt("skinID")); c = sprites[0]; tl = sprites[1]; l = sprites[2]; tr = sprites[4]; r = sprites[5]; sprt.sprite = c; }