// MonoBehaviour's interface void Awake() { // Cache components. { m_CharacterController = GetComponent <tnCharacterController>(); m_CharacterInput = GetComponent <tnCharacterInput>(); m_StatsContainer = GetComponent <tnStatsContainer>(); m_Energy = GetComponent <tnEnergy>(); m_Respawn = GetComponent <tnRespawn>(); } // Force values refresh. { ComputeRadius(FP.Zero); ComputeEnergyCost(FP.Zero); ComputeCooldown(FP.Zero); ComputeKickForce(FP.Zero); ComputeTackleForce(FP.Zero); } // Compute charging layer. m_ChargingLayer = LayerMask.NameToLayer("Charging"); // Set sort order. sortOrder = BehaviourSortOrder.s_SortOrder_Kick; }
// MonoBehaviour's INTERFACE void Awake() { m_CharacterInput = GetComponent <tnCharacterInput>(); m_Respawn = GetComponent <tnRespawn>(); m_Kick = GetComponent <tnKick>(); m_Kickable = GetComponent <tnKickable>(); }
// MonoBehaviour's interface void Awake() { m_MeshRenderer = GetComponentInChildren <MeshRenderer>(); m_Trail = GetComponentInChildren <TrailRenderer>(); m_Rididbody2D = GetComponent <TSRigidBody2D>(); m_Respawn = GetComponent <tnRespawn>(); }
// MonoBehaviour's interface void Awake() { m_StatsContainer = GetComponent <tnStatsContainer>(); m_Respawn = GetComponent <tnRespawn>(); // Set sort order. sortOrder = BehaviourSortOrder.s_SortOrder_Energy; }
// MonoBehaviour's interface void Awake() { m_Rigidbody2d = GetComponent <TSRigidBody2D>(); m_Respawn = GetComponent <tnRespawn>(); // Set sort order. sortOrder = BehaviourSortOrder.s_SortOrder_Kickable; }
// MonoBehaviour's INTERFACE void Awake() { m_CharacterController = GetComponent <tnCharacterController>(); m_Respawn = GetComponent <tnRespawn>(); m_Kick = GetComponent <tnKick>(); m_Kickable = GetComponent <tnKickable>(); m_AttractContoller = GetComponent <tnAttract>(); // Set sort order. sortOrder = BehaviourSortOrder.s_SortOrder_CharacterStats; }
private void RespawnBall() { if (m_Ball == null) { return; } tnRespawn respawn = m_Ball.GetComponent <tnRespawn>(); if (respawn == null) { return; } respawn.Respawn(); }
private void RespawnReferee() { if (m_RefereeInstance == null) { return; } tnRespawn respawn = m_RefereeInstance.GetComponent <tnRespawn>(); if (respawn == null) { return; } respawn.Respawn(); }
// MonoBehaviour's INTERFACE void Awake() { // Cache components. { m_Rigidbody2D = GetComponentInChildren <TSRigidBody2D>(); m_CharacterInput = GetComponentInChildren <tnCharacterInput>(); m_Respawn = GetComponentInChildren <tnRespawn>(); m_Animator = GetComponentInChildren <Animator>(); } // Set sort order. sortOrder = BehaviourSortOrder.s_SortOrder_SubbuteoController; }
// MonoBehaviour's INTERFACE void Awake() { // Transform, Rigidbody and collider. m_Rigidbody2D = GetComponent <TSRigidBody2D>(); // Mesh. m_Mesh = GetComponentInChildren <MeshRenderer>(); // Extra components. m_Respawn = GetComponent <tnRespawn>(); // Set sort order. sortOrder = BehaviourSortOrder.s_SortOrder_Ball; }
// MonoBehaviour's INTERFACE void Awake() { // Cache components. { m_Rigidbody2D = GetComponent <TSRigidBody2D>(); m_Collider2D = GetComponent <TSCollider2D>(); m_CharacterInput = GetComponent <tnCharacterInput>(); m_StatsContainer = GetComponent <tnStatsContainer>(); m_Energy = GetComponent <tnEnergy>(); m_Respawn = GetComponent <tnRespawn>(); } // Init data. { m_OriginalLayer = gameObject.layer; m_DashLayer = LayerMask.NameToLayer("Charging"); } // Force values refresh. { ComputeAppliedForce(FP.Zero); ComputeMass(FP.Zero); ComputeDrag(FP.Zero); ComputeMaxSpeed(FP.Zero); ComputeDashMass(FP.Zero); ComputeDashDrag(FP.Zero); ComputeDashAppliedForce(FP.Zero); ComputeDashCooldown(FP.Zero); ComputeDashDuration(FP.Zero); ComputeDashEnergyCost(FP.Zero); } // Set sort order. sortOrder = BehaviourSortOrder.s_SortOrder_CharacterController; }
private void RespawnPlayers() { for (int characterIndex = 0; characterIndex < charactersCount; ++characterIndex) { GameObject characterGo = GetCharacterByIndex(characterIndex); if (characterGo == null) { continue; } tnRespawn respawn = characterGo.GetComponent <tnRespawn>(); if (respawn == null) { continue; } respawn.Respawn(); } }
// MonoBehaviour's interface void Awake() { // Cache components. { m_CharacterInput = GetComponent <tnCharacterInput>(); m_StatsContainer = GetComponent <tnStatsContainer>(); m_Energy = GetComponent <tnEnergy>(); m_Respawn = GetComponent <tnRespawn>(); } // Force values refresh. { ComputeEnergyCostRate(FP.Zero); ComputeForceMagnitude(FP.Zero); ComputeRadius(FP.Zero); } // Set sort order. sortOrder = BehaviourSortOrder.s_SortOrder_Attract; }
void Awake() { m_Respawn = GetComponent <tnRespawn>(); }