// Start is called before the first frame update
 void Start()
 {
     animator = GetComponent <Animator>();
     isKickId = Animator.StringToHash("isKick");
     meleeScript.meleeDamage = this.meleeDamage;
     meleeScript.gameObject.SetActive(false);
     weaponManage = GetComponent <WeaponManage>();
 }
    void Start()
    {
        Debug.Assert(m_Axe);
        Debug.Assert(m_Spear);
        Debug.Assert(m_Sword);

        m_inventory = new Inventory();
        m_Craft     = new CraftingEngine();
        m_Weapons   = new WeaponManage();

        m_Weapons.addNewWeapon(new InventoryItem(ItemType.AXE));

        m_Craft.m_Inventory = m_inventory;
        m_Craft.m_Weapons   = m_Weapons;

        m_facing = FACING_RIGHT;
        changeWeapon(0);


        // initialize
        m_HealthSystemOBJ = SpriteManage.getNewHealth();
        m_HealthSystemOBJ.SetActive(true);
        Debug.Assert(m_HealthSystemOBJ);
        initHealth(DEFAULT_HEALTH);

        spr = GetComponent <SpriteRenderer>();
        m_currentAnimation = 0;
        m_currentFrame     = 0;
        m_state            = IDLE;
        m_cam         = Camera.main;
        m_weaponDelay = 0;
        m_Side        = ObjectSide.OUR_SIDE;



        // get uihandler
        GameObject i = GameObject.Find("Inventory");

        Debug.Assert(i);
        m_UIhandler = i.GetComponent <UIHandler>();
        Debug.Assert(m_UIhandler);

        //m_DefaultWeaponAngle = m_currentWeaponSprite.transform.eulerAngles.z;
    }