// ══════════════════════════════════════════════════════════════ METHODS ════ void Awake() { spacing = 2f; m_playerMover = Object.FindObjectOfType <PlayerMover> ().GetComponent <PlayerMover> (); m_playerCompass = m_playerMover.GetComponentInChildren <PlayerCompass> (); FillNodeList(); m_goalNode = FindGoalNode(); }
protected override void Awake() { base.Awake(); // cache references to PlayerMover and PlayerInput playerMover = GetComponent <PlayerMover>(); playerInput = GetComponent <PlayerInput>(); playerCompass = GetComponentInChildren <PlayerCompass>(); m_board = Object.FindObjectOfType <Board>().GetComponent <Board>(); // make sure that input is enabled when we begin playerInput.InputEnabled = true; if (playerMover.faceDestination) { playerCompass.transform.parent = null; } }
protected override void Awake() { base.Awake(); m_playerCompass = Object.FindObjectOfType <PlayerCompass>().GetComponent <PlayerCompass>(); }
protected override void Awake() { base.Awake(); // Call parent Awake method playerCompass = Object.FindObjectOfType <PlayerCompass>().GetComponent <PlayerCompass>(); }
// ══════════════════════════════════════════════════════════════ METHODS ════ protected override void Awake() { base.Awake(); m_playerCompass = GetComponentInChildren <PlayerCompass> (); }