protected ac_FPParkourEventHandler m_Player = null; // Need this to access the above and the player. // Use this for initialization protected override void Awake() { base.Awake(); //initial setup m_Audio = audio; m_Player = (ac_FPParkourEventHandler)transform.root.GetComponentInChildren(typeof(ac_FPParkourEventHandler)); }
protected ac_FPParkourEventHandler m_Player = null; // Need this to access the above and the player. #endregion Fields #region Methods // Use this for initialization protected override void Awake() { base.Awake(); //initial setup m_Audio = GetComponent<AudioSource>(); m_Player = (ac_FPParkourEventHandler)transform.root.GetComponentInChildren(typeof(ac_FPParkourEventHandler)); }
// Use this for initialization protected override void Awake() { base.Awake(); // initial setup m_Audio = GetComponent<AudioSource>(); m_CharacterController = gameObject.GetComponent<CharacterController>(); m_Controller = (vp_FPController)transform.root.GetComponentInChildren(typeof(vp_FPController)); m_Player = (ac_FPParkourEventHandler)transform.root.GetComponentInChildren(typeof(ac_FPParkourEventHandler)); m_Camera = GetComponentInChildren<vp_FPCamera>(); m_Transform = transform; m_FootstepManager = (vp_FootstepManager)transform.root.GetComponentInChildren(typeof(vp_FootstepManager)); m_currentDoubleJump = DoubleJumpCount ; m_CanWallRunAgain = Time.time; m_CanDashAgain = Time.time; m_CanGroundslideAgain = Time.time; // spawn the parkour arm at world origin and hide it if(ParkourArmPrefab != null) { ParkourArmPrefab = (GameObject)Object.Instantiate(ParkourArmPrefab,Vector3.zero,Quaternion.identity); ParkourArmPrefab.SetActive(false); } }