void Start() { motor = GetComponent <Player_Motor>(); joint = GetComponent <ConfigurableJoint>(); SetJointSettings(jointSpring); thrusterFuelAmount = thrusterFuelTotal; }
void Start() { pm = GetComponent <Player_Motor>(); state = 0; joint = GetComponent <ConfigurableJoint>(); rg = GetComponent <RainbowGravity>(); source = GetComponents <AudioSource>()[1]; }
void OnTriggerEnter(Collider other) { if (other.gameObject.tag == "Player") { motor = other.gameObject.GetComponent("Player_Motor") as Player_Motor; motor.Deadzone(); Debug.Log("Dead Zone!"); } }
void Start() { instance = this; charactercontroller = GetComponent("CharacterController") as CharacterController; facing_hor = Vector3.zero; facing_ver = Vector3.zero; lock_facing = false; storedRotation = Vector3.zero; getHit = false; }
// Use this for initialization void Start() { rb = GetComponent <Rigidbody>(); a = GetComponent <bounce>(); dir = new Vector3(-0.9939408f, -0.0007806213f, -0.1099157f); bc = GetComponent <BoxCollider>(); b = GetComponent <Player_Motor>(); OldSize = bc.size; rs = GetComponent <RainBowSpeed>(); cam = GetComponentInChildren <Camera>(); source = GetComponents <AudioSource>()[1]; BGMSource = GetComponents <AudioSource>()[0]; }
//Fer que si no te mesh, son els punys //Fer que puguis cambiar de armes private void Awake() { instance = this; motor = gameObject.GetComponent <Player_Motor>(); //Test.Weapon_Name = string.Empty; //Test.WeaponModel = null; //Test.Damage = 0; //Test.Range = 0; //Test.MaxAmmo = 0; //Test.Icon = null; //Test.CurrentAmmo = 0; //Test.WeaponType = Type.Melee; //Test.ReloadAmmo = 0; //InInventoryWeapons.Add(InitialWeapon.stats); HoldersWeapon[0].SlotWeapon = AddInfo(InitialWeapon.stats, HoldersWeapon[0].SlotWeapon); HUDSprite.sprite = HoldersWeapon[0].SlotWeapon.Icon; UpdateAmmotxt(); //EquipedWeapon = HoldersWeapon[0].SlotWeapon; }
void Start() { motor = GetComponent <Player_Motor>(); }
Camera cam; // Reference to our camera // Get references void Start() { motor = GetComponent <Player_Motor>(); cam = Camera.main; }
void Awake () { Instance = this; }
void Start() { Instance = this; motor = GetComponent("Player_Motor") as Player_Motor; }
private void Awake() { AuxBas = Base; instance = this; }
// Start is called before the first frame update void Start() { pm = player.GetComponent <Player_Motor>(); }
private float VerticalVelocity = 0f; //{ get; set; } void Awake() { Instance = this; }