private void GetPlayerComponents() { traits = new PlayerTraits(); playerState = new PlayerState(); body = GetComponent <Rigidbody2D>(); gravity = GetComponent <PlayerGravity>(); Transform[] childTransforms = GetComponentsInChildren <Transform>(); for (int i = 0; i < childTransforms.Length; i++) { switch (childTransforms[i].name) { case "Model": model = childTransforms[i]; break; case "Abilities": abilityHandler = childTransforms[i].GetComponent <PlayerAbilityHandler>(); break; case "Effects": effectHandler = new PlayerEffectHandler(childTransforms[i]); break; default: break; } } }
private void Awake() { state = States.None; player = GetComponentInParent <Player>(); body = player.GetComponent <Rigidbody2D>(); gravity = player.GetComponent <PlayerGravity>(); }
private void Start() { player = Player.Instance; gravity = player.GetComponent <PlayerGravity>(); body = player.GetComponent <Rigidbody2D>(); BoostChanged?.Invoke(boostAvailable / MaxBoost); }
private void Start() { player = Player.Instance; gravity = player.GetComponent <PlayerGravity>(); body = player.GetComponent <Rigidbody2D>(); DebugUI.SetBoostIndicatorFill(boostAvailable / MaxBoost); }
private void Start() { player = Player.Instance; body = player.GetComponent <Rigidbody2D>(); gravity = player.GetComponent <PlayerGravity>(); state = States.None; attachEffect = player.GetEffect <WallAttachEffect>(); canAttachToWall = true; move = player.GetAbility <MoveComponent>(); playerController = IO.PlayerController.Get(); }