상속: MonoBehaviour
예제 #1
0
파일: HUD.cs 프로젝트: jBASSr/2Dvania
        void Start()
        {
            GameObject player = GameObject.FindWithTag("Player");

            if (player != null)
            {
                this.PlayerSimpleMovement = player.GetComponent <SimpleMovement>();
            }
            this.HealthBarSprite = Resources.LoadAll <Sprite>("health_sprites");
            this.HealthBars      = new List <GameObject>();

            Sprite[] weaponSprites = new Sprite[3];
            weaponSprites[0] = Resources.Load <Sprite>("StandardWeapon");
            weaponSprites[1] = Resources.Load <Sprite>("Missile");
            weaponSprites[2] = Resources.Load <Sprite>("FreezeWeapon");
            for (int i = 0; i < 3; i++)
            {
                this.WeaponObjects[i] = new GameObject();
                this.WeaponObjects[i].AddComponent <SpriteRenderer>();
                SpriteRenderer sr = this.WeaponObjects[i].GetComponent <SpriteRenderer>();
                sr.sortingLayerName = "Player";

                sr.sprite = weaponSprites[i];
                this.WeaponObjects[i].transform.localScale = new Vector3(2.0f, 2.0f, 1.0f);
                this.WeaponObjects[i].SetActive(false);
            }

            this.AmmoStyle.fontSize         = 20;
            this.AmmoStyle.normal.textColor = Color.white;
        }
예제 #2
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    protected override void Start()
    {
        base.Start();

        mapObject = GetComponent<MapObject>();
        movement = GetComponent<SimpleMovement>();
    }
예제 #3
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    public override IEnumerator StartSpell()
    {
        forceFollowParent = true;

        rb           = User.GetComponent <Rigidbody2D>();
        retrobullets = User.GetComponent <RetroBullets>();

        while (User.IsMoving())
        {
            yield return(new WaitForSeconds(0.0001f));
        }

        simp = User.gameObject.AddComponent <SimpleMovement>();

        StageController.AudioManager.PlaySFX(BigShot, 0.7f);
        StageController.AudioManager.PlaySFX(BigShotEcho, 0.7f);

        RetroBullet = Instantiate(retrobullets.RetroFireball, transform.position, Quaternion.identity);

        while (true)
        {
            if (accelerating)
            {
                GameObject bullet = ObjectPooler.Spawn("EnergyBallCyan", transform.position, Quaternion.identity);
                bullet.GetComponent <SimpleMovement>().UpdateAcceleration(0, 0);
                CurrentChain.Add(bullet);
            }

            yield return(new WaitForSeconds(0.09f));
        }
    }
예제 #4
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 private void Start()
 {
     mProjectileThrower = GetComponentInChildren <ProjectileThrower>();
     mSimpleMovement    = GetComponent <SimpleMovement>();
     mCollisionMap      = GameObject.FindObjectOfType <CollisionMap>();
     mTeleport          = GetComponent <EnemyTeleport>();
 }
예제 #5
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파일: Save.cs 프로젝트: jBASSr/2Dvania
        private static void GetGameState()
        {
            SavedGame.CurrentScene = UnityEngine.SceneManagement.SceneManager.GetActiveScene().name;
            GameObject     player         = GameObject.FindWithTag("Player");
            HealthSystem   playerHealth   = player.GetComponent <HealthSystem>();
            SimpleMovement playerMovement = player.GetComponent <SimpleMovement>();

            if (player == null)
            {
                return;
            }
            if (playerHealth == null)
            {
                return;
            }
            if (playerMovement == null)
            {
                return;
            }

            UnityEngine.Vector3 pos = player.transform.position;
            SavedGame.PlayerPosition      = new Tino.Save.Vector3(pos.x, pos.y, pos.z);
            SavedGame.PlayerCurrentHealth = playerHealth.health;
            SavedGame.PlayerMaxHealth     = playerHealth.maxHealth;
            SavedGame.PlayerExtraJumps    = playerMovement.extraJumps;
            SavedGame.PlayerMissileAmmo   = playerMovement.MissileAmmo;

            SavedGame.WorldItems      = new SceneItemTuple[WorldState.SceneItemState.Count];
            SavedGame.WorldItemStates = new bool[WorldState.SceneItemState.Count];
            WorldState.SceneItemState.Keys.CopyTo(SavedGame.WorldItems, 0);
            WorldState.SceneItemState.Values.CopyTo(SavedGame.WorldItemStates, 0);
        }
예제 #6
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    private void PlayRandomDance()
    {
        SimpleMovement.OrientToDirection(commonComponents.simpleMovement.subMesh, Vector3.back);
        int dance = Random.Range(1, 5);

        commonComponents.animator.Play("Dance" + dance);
    }
예제 #7
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    public override void UpdateAI()
    {
        if (mCurrentState == AIState.Teleporting && mTeleport.CanTeleport())
        {
            mNumTeleports++;
            mTeleport.Teleport(mNumTeleports == mMaxTeleports);

            if (mNumTeleports == mMaxTeleports)
            {
                mCurrentState = AIState.Throwing;

                mMaxTeleports = Random.Range(4, 7) + mCurrentPhase;
            }
        }
        else if (mCurrentState == AIState.Throwing)
        {
            SimpleMovement.OrientToDirection(mSimpleMovement.subMesh, TowardPlayer());
            mProjectileThrower.ThrowProjectile(20, TowardPlayer());

            mCurrentState = AIState.Delay;

            mNumTeleports = 0;
            mDelayTimer   = 0f;
        }
        else if (mCurrentState == AIState.Delay)
        {
            if (mDelayTimer > 1.5f - mCurrentPhase * 0.5f)
            {
                mCurrentState = AIState.Teleporting;
                mNumTeleports = 0;
            }
        }
    }
예제 #8
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    void SpawnActor(Vector3 position)
    {
        int randVal = (int)(Random.value * 100);
        int index   = randVal % EnemyList.Length;

        GameObject newActor = Instantiate(EnemyList[index]) as GameObject;

        //position.y += newActor.transform.localScale.y;
        newActor.transform.position = position;

        SimpleMovement moveScript = newActor.GetComponent("SimpleMovement") as SimpleMovement;

        if (moveScript == null)
        {
            throw new MissingComponentException("TODO: Refactor MoveScripts.");
        }
        moveScript.SetTarget(new Vector3(0, 0, 0));

        if (WantGoofyRandomness)
        {
            // Just doing some goofy randomization.
            float rand = Random.Range(0, 2);
            Debug.Log("RAND:" + rand);
            if (rand > 0)
            {
                GoofyRandomization(3, newActor);
            }
        }
    }
예제 #9
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    // Use this for initialization
    void Start()
    {
        float calc = PlayerPrefs.GetInt("W1Range");

        lifetimeMod = lifetime + calc / 4.0f;

        Destroy(gameObject, lifetimeMod);         // destroy over time

        GameObject p1 = GameObject.FindGameObjectWithTag("Player");

        if (p1)
        {
            SimpleMovement sM = (SimpleMovement)p1.GetComponent(typeof(SimpleMovement));

            if (sM.lastDir == 0)
            {
                dir = transform.right;
            }
            else if (sM.lastDir == 1)
            {
                //dir = -transform.right;
                dir = Vector3.Reflect(transform.right, Vector3.right);
            }
        }
    }
예제 #10
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    // Update is called once per frame
    void Update()
    {
        if (mCooldown > 0f)
        {
            mCooldown -= Time.deltaTime;
            return;
        }

        // See if the player is in range and in a straight line, and if so, cast!
        if (Vector3.Distance(transform.position, Game.instance.avatar.transform.position) < 3f)
        {
            // Cast toward the player ...
            Vector3 direction = Game.instance.avatar.transform.position - spellCaster.transform.position;
            direction.y = 0f;
            direction.Normalize();
            SimpleMovement.OrientToDirection(spellCaster.gameObject, direction);
            spellCaster.gameObject.transform.Rotate(0f, -90f, 0f);

            castingFX.gameObject.SetActive(true);
            castingFX.enableEmission       = true;
            castingFX.transform.localScale = castingFXScale;

            spellCaster.CastSpell(12);
            mCooldown = 6f;
            StartCoroutine(DisableVFX());
        }
    }
예제 #11
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        public override void OnEnter()
        {
            // get the animator component
            var go = Fsm.GetOwnerDefaultTarget(gameObject);

            if (go == null)
            {
                Finish();
                return;
            }

            _mover = go.GetComponent <SimpleMovement>();

            if (_mover == null)
            {
                Finish();
                return;
            }

            _mover.speedMultiplier = speed.Value;
            if (!everyFrame)
            {
                Finish();
            }
        }
예제 #12
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    // Use this for initialization
    void Start()
    {
        xStart = transform.position.x;
        //xLast = transform.position.x;
        robot = GameObject.Find("Robot").GetComponent <SimpleMovement>();
        ph    = GameObject.Find("Robot").GetComponent <PlayerHUD>();
        rb    = GetComponent <Rigidbody2D> ();
        vec   = new Vector2(1, 0);
        //sr = new SpriteRenderer();
        is_right       = true;
        next_direction = !is_right;
        is_collided    = false;
        this.GetComponent <Rigidbody2D> ().velocity = new Vector2(speed, 0);
        animator = GetComponent <Animator> ();
        RuntimeAnimatorController ac = animator.runtimeAnimatorController;     //Get Animator controller

        for (int i = 0; i < ac.animationClips.Length; i++)                     //For all animations
        {
            if (ac.animationClips[i].name == "ceo_shooting")                   //If it has the same name as your clip
            {
                fireTime = ac.animationClips[i].length;
            }
        }
        Camera cam    = Camera.main;
        float  height = 2f * cam.orthographicSize;

        camera_width = height * cam.aspect;
    }
예제 #13
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 void Awake()
 {
     sj      = gameObject.GetComponent <SimpleJump>();
     sm      = gameObject.GetComponent <SimpleMovement>();
     ssh     = gameObject.GetComponentInChildren <SimpleArmory>();
     rb      = gameObject.GetComponent <Rigidbody2D>();
     gravity = Mathf.Abs(Physics2D.gravity.y);
 }
예제 #14
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    protected override void Start()
    {
        base.Start();

        movement = GetComponent<SimpleMovement>();
        animator = GetComponent<Animator>();
        spriteRenderer = GetComponent<SpriteRenderer>();
    }
예제 #15
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 // Start is called before the first frame update
 void Start()
 {
     //Set the reference
     simpleMovementReference = GetComponent <SimpleMovement>();
     //Disable the UI by default
     pianoHUD.SetActive(false);
     //Lock the mouse to middle of the screen
     Cursor.lockState = CursorLockMode.Locked;
 }
예제 #16
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파일: oil_fall.cs 프로젝트: jBASSr/2Dvania
 // Use this for initialization
 void Start()
 {
     robot     = GameObject.Find("Robot").GetComponent <SimpleMovement>();
     ph        = GameObject.Find("Robot").GetComponent <PlayerHUD>();
     direction = "horizontal";
     sr        = GetComponent <SpriteRenderer> ();
     capcol    = robot.GetComponent <CapsuleCollider2D> ();
     boxcol    = this.GetComponent <BoxCollider2D> ();
 }
예제 #17
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        void Start()
        {
            GameObject gameControllerObject = GameObject.FindWithTag("GameController");
            if (gameControllerObject != null)
            {
                controller = gameControllerObject.GetComponent<SimpleMovement>();

            }
        }
예제 #18
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        private void Start()
        {
            radar     = GetComponent <Radar>();
            harvester = GetComponent <Harvester>();
            mover     = GetComponent <SimpleMovement>();

            // TODO: replace with proper state transition table
            Transition(State.Harvesting);
        }
예제 #19
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    public void Start()
    {
        _rb             = GetComponent <Rigidbody2D>();
        _playerMovement = GetComponent <SimpleMovement>();

        _rb.gravityScale = _waterGravityScale;
        _rb.drag         = _waterDrag;

        resetTransform();
    }
예제 #20
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    private void Start()
    {
        mEnemy    = GetComponent <Enemy>();
        mMovement = GetComponent <SimpleMovement>();

        if (KillableMap.instance != null)
        {
            KillableMap.instance.RegisterKillable(this);
        }
    }
예제 #21
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    void Start()
    {
        GameObject gameControllerObject = GameObject.FindWithTag("GameController");
            if (gameControllerObject != null)
            {
                controller = gameControllerObject.GetComponent<SimpleMovement>();

            }
            min = transform.position.y;
    }
    //Esto de acá se va a activar en la UI de este Script
    //////////////////////////////////////////////////////



    //public GameObject panelAutorizacion;



    // Start is called before the first frame update
    void Start()
    {
        //Lo que haces aqui es referenciar el objeto simple movimiento
        _simpleMovement = GetComponent <SimpleMovement>();

        //Aca lo que hace es traer la posicion del MAGO
        _followOne = mago.GetComponent <FollowOne>();

        //Aca lo que hace es traer la posicion actual del objeto
        _navMeshAgent = gameObject.GetComponent <NavMeshAgent>();
    }
예제 #23
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        public IMovement GetMovement()
        {
            IMovement movement = new SimpleMovement();

            foreach (var sensor in setOfSensors.Sensors)
            {
                movement.Sensors.Add(new SensorInterval(baseSensor: sensor, Interval));
            }

            return(movement);
        }
 private void Start()
 {
     // Getting components and setting them to relevant pointers
     m_UtilityScript = GetComponent <UtilityScoring>();
     m_MoveScript    = GetComponent <SimpleMovement>();
     m_PathFinder    = GetComponent <PathFinding>();
     m_Inventory     = GetComponent <CharacterInventory>();
     m_Stats         = GetComponent <CharacterStats>();
     m_Mesh          = GetComponentInChildren <PlayerMesh>(); // Mesh is actually in a child of the GameObject with this script attached to
     m_Queue         = new LinkedList <QueuedTask>();
     m_Audio         = FindObjectOfType <AudioManager>();
 }
예제 #25
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    protected override void Start()
    {
        base.Start();

        mEnemy          = GetComponent <Enemy>();
        mTeleport       = GetComponent <EnemyTeleport>();
        mSimpleMovement = GetComponent <SimpleMovement>();
        mSimpleAttack   = GetComponent <SimpleAttack>();

        mEnemy.SetEnemyAI(this);
        mKillable.onHit += OnHit;
    }
예제 #26
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    private void CastSpell()
    {
        Vector3 playerPosition = Game.instance.avatar.transform.position;
        Vector3 direction      = playerPosition - transform.position;

        direction.y = 0f;
        direction.Normalize();
        SimpleMovement.OrientToDirection(mSimpleMovement.subMesh, direction);

        int magic = GetComponent <CharacterStatistics>().ModifiedStatValue(CharacterStatType.Magic, gameObject);

        mSpellCaster.CastSpell(magic);
        mCastCounter = 3;
    }
예제 #27
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 void Awake()
 {
     // Required to prevent movement while stunned
     charSpeed      = GetComponent <SimpleMovement> ();
     camera         = GameObject.Find("Main Camera").GetComponent <CameraFollow> ();
     anim           = GetComponentInChildren <Animator> ();
     rb             = GetComponent <Rigidbody2D> ();
     collider       = GetComponent <CapsuleCollider2D> ();
     healthText     = GetComponentInChildren <Text>();
     spriteRenderer = GetComponentInChildren <SpriteRenderer> ();
     isAlive        = true;
     exploded       = false;
     timer          = 0.0f;
 }
예제 #28
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        /// <summary>
        /// Method that returns simplified departure information, using GET Departures
        /// </summary>
        /// <param name="stop_id">Bus stop ID number</param>
        /// <returns>List of simple bus services</returns>
        private List <SimpleMovement> SimpleDepartures(string stop_id)
        {
            IRestResponse       response  = GetDepartures(stop_id);                                                //call method that calls API
            GetDeparturesObject obj       = JsonConvert.DeserializeObject <GetDeparturesObject>(response.Content); //deserialise json to object
            List <Movement>     movements = obj.response.movements;                                                //could probably just get the list of movements right off the bat

            List <SimpleMovement> services = new List <SimpleMovement> {
            };

            foreach (Movement movement in movements)
            {
                SimpleMovement simple = new SimpleMovement {
                };

                //Bus route
                simple.Bus = movement.route_short_name;

                //Scheduled arrival time (timetable)
                simple.Sch = UTCtoNZST(movement.scheduledArrivalTime).ToShortTimeString();    //convert UTC to NZST, then get time string

                //Due time (real time tracking)
                if (movement.monitored)
                {
                    TimeSpan diff = (movement.expectedArrivalTime - DateTime.UtcNow).GetValueOrDefault();     //difference of UTC expected time and UTC now
                    double   mins = diff.TotalMinutes;

                    if (mins <= 0)
                    {
                        simple.Due = "*";
                    }
                    else
                    {
                        simple.Due = Math.Floor(mins).ToString();
                    }
                }
                else if (movement.arrivalStatus == "cancelled")
                {
                    simple.Due = "C";   //cancelled
                }
                else
                {
                    simple.Due = "";    //untracked
                }

                services.Add(simple);
            }

            return(services);
        }
예제 #29
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    public void OnTriggerEnter2D(Collider2D other)
    {
        SimpleMovement playerMovement = other.gameObject.GetComponent <SimpleMovement>(); //Getting Simplemovement Game Component

        if (playerMovement == null)                                                       //Checking if the character running into the trigger has a Simplemovement script
        {
            return;
        }

        playerMovement.SetMoving(false);                  //Turn off the simplemovement script.
        DialogueManager.instance.StartDialogue(dialogue); //Start the Dialogue Queue using the Dialogue Manager singleton

        //characterController.GetComponent<SimpleMovement>().enabled = false;
        Cursor.visible = true;
    }
예제 #30
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    void Start()
    {
        m_Character = GetComponent <SimpleMovement>();       // Retrieving and setting movement script
        Path_Node[] Nodes = FindObjectsOfType <Path_Node>(); // Retrieving all Nodes on map

        foreach (Path_Node node in Nodes)
        {
            if (!AllNodes.ContainsKey(node.uniqueID))
            {
                AllNodes.Add(node.uniqueID, node);
            }
        }

        // Setting current node and characters position
        m_CurrentNode      = m_StartNode;
        transform.position = m_StartNode.transform.position;
    }
예제 #31
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    void Start()
    {
        ballRig             = ball.GetComponent <Rigidbody>();
        initialBallPosition = ball.transform.position;
        ballRig.constraints = RigidbodyConstraints.FreezeAll;

        playBtn.interactable = true;
        stopBtn.interactable = false;

        camControls       = camController.GetComponent <SimpleMovement>();
        camControlsFollow = camController.GetComponent <CameraFollow>();

        camControlsFollow.FollowAll(false);
        camControls.canMove = true;

        winPanel.SetActive(false);
    }
예제 #32
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    private void ThrowProjectile()
    {
        SimpleMovement.OrientToDirection(GetComponent <SimpleMovement>().subMesh, TargetDirection());

        int magic = GetComponent <CharacterStatistics>().ModifiedStatValue(CharacterStatType.Magic, gameObject);

        float speedModifier = 1f;

        if (Game.instance.playerStats.IsItemEquipped <BlackCoffee>())
        {
            speedModifier = 0.65f;
        }

        mProjectileThrower.ThrowProjectile(magic, TargetDirection(), null, speedModifier);

        mThrowCounter = 2;
    }
예제 #33
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    void Awake()
    {
        rb        = gameObject.GetComponent <Rigidbody2D>();
        anim      = gameObject.GetComponent <Animator>();
        sj        = gameObject.GetComponent <SimpleJump>();
        sm        = gameObject.GetComponent <SimpleMovement>();
        ssh       = gameObject.GetComponentInChildren <SimpleArmory>();
        st        = gameObject.GetComponent <SimpleStats>();
        body      = gameObject.GetComponent <SpriteRenderer>();
        blood     = transform.Find("Blood").GetComponent <SpriteRenderer>();
        shoulder  = transform.Find("Shoulder Pad").GetComponent <SpriteRenderer>();
        back      = transform.Find("Shoulder Back").GetComponent <SpriteRenderer>();
        gun       = GameObject.FindGameObjectWithTag("Gun").transform;
        renderGun = gun.GetComponent <SpriteRenderer>();
        point     = gun.Find("Point");

        timer = 1f;
    }
예제 #34
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        void OnTriggerEnter2D(Collider2D c)
        {
            if (c.gameObject.tag != "Player")
            {
                return;
            }
            SimpleMovement playerMovement = c.gameObject.GetComponent <SimpleMovement>();

            if (playerMovement == null)
            {
                return;
            }
            playerMovement.extraJumps = 1;            //++;// = 2;
            WorldState.TurnOffItem(this.gameObject.scene.name, this.name);
            FindObjectOfType <AudioManager_2>().Play("Grab");
            Debug.LogError("Extra Jumps after=" + playerMovement.extraJumps);
            Destroy(this.gameObject);
        }
예제 #35
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파일: WroćDoGry.cs 프로젝트: Okacz/LQRepo2
    public void kontynuuj()
    {
        gbc.healToMax();
        controller.heal(controller.maxHealth);

        GameObject gameControllerObject = GameObject.FindWithTag("GameController");
        if (gameControllerObject != null)
        {
            controller = gameControllerObject.GetComponent<SimpleMovement>();

        }
        controller.respawn();
        menu.SetActive(false);
        Time.timeScale = 1;
        Cursor.visible = false;
        controller.potiony = 0;
        controller.isMenuUp = false;
        camerascript.playLevelMusic();
    }
예제 #36
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    void Start()
    {
        Barposition = healthBar.transform.position;
            health = 1000;
            maxBarLength = healthBar.GetComponent<RectTransform>().rect.width;
            GameObject gameControllerObject = GameObject.FindWithTag("GameController");
            if (gameControllerObject != null)
            {
                controller = gameControllerObject.GetComponent<SimpleMovement>();

            }
    }
 void Start()
 {
     movement = GetComponent<SimpleMovement>();
     character = GetComponent<Puncher>();
 }