private void Start() { Animator = GetComponent <Animator>(); Animation = GetComponent <Animation>(); SpriteRenderer = GetComponent <SpriteRenderer>(); MoveChar = GetComponent <MoveChar>(); }
void Start() { if (instance == null) { instance = this; } damage = false; MoveChar = GetComponent <MoveChar>(); NumberHealth = 3; PrintHealth(); }
// Use this for initialization void Start() { if (curCharacterController == null) { curCharacterController = GetComponent <CharacterController>(); } if (curRB == null) { curRB = gameObject.GetComponent <Rigidbody>(); } if (curWeapon == null) { GameObject go = GenerateWeapon(); curWeapon = go.GetComponent <Weapon>(); } //animator.SetIKPositionWeight(AvatarIKGoal.RightHand, 1); //animator.SetIKPosition(AvatarIKGoal.RightHand, weaponPosGO.position); // Find a reference to the ExampleStateMachineBehaviour in Start since it might not exist yet in Awake. idleSmb = animator.GetBehaviour <IdleChar> (); moveSmb = animator.GetBehaviour <MoveChar> (); jumpingSmb = animator.GetBehaviour <JumpingChar> (); fallSmb = animator.GetBehaviour <FallChar> (); dashSmb = animator.GetBehaviour <DashChar> (); deadSmb = animator.GetBehaviour <DeadChar> (); // Set the StateMachineBehaviour's reference to an ExampleMonoBehaviour to this. idleSmb.charMB = this; moveSmb.charMB = this; jumpingSmb.charMB = this; fallSmb.charMB = this; dashSmb.charMB = this; deadSmb.charMB = this; if (inputData != null) { inputData.InitInputs(); } curCamCtrl.allowMovement = true; }
void Start() { baseInit(); var child = transform.Find("SkeletonOutlaw_Armor").gameObject; _Animation = child.transform.GetComponent <Animator>(); _mC = gameObject.AddComponent <MoveChar>(); string playidle = "SkeletonOutlaw@Idle{0}" + Random.Range(0, 3).ToString("00"); _Animation.SetFloat("speed", 0.0f); RaycastHit hit; if (Physics.Raycast(transform.position, Vector3.down * 100, out hit, m_RayMaskLayer) == true) { this.transform.position = hit.point; } colorindex++; }
void Start() { moveChar = GameObject.FindGameObjectWithTag("Player").GetComponent<MoveChar>(); if(!back) back = GameObject.Find("IniMovement"); if(!actual) actual = GameObject.Find("MovedMovement"); }
public void OnTriggerEnter(Collider other) { if(other.tag == "Player") { StartCutScene = true; Player = other.gameObject; animator = Player.GetComponent<Animator>(); MoveChar = Player.GetComponent<MoveChar>(); MoveChar.PodeMover = false; Plasma.transform.position = Player.transform.position; Plasma.SetActive(true); } }