void Start() { grid = FindObjectOfType<GridManager>().Grid; currentNode = grid[rowStart, colStart]; currentNode.Owner = this; transform.position = currentNode.transform.position; hand = new Hand(); //state machine init machine = new PlayerStateMachine(); renderTimer = 0; invunTimer = 0; }
void Start() { Physics2D.IgnoreLayerCollision(8, 9); health = MAX_HEALTH; machine = new PlayerStateMachine(frameRate); anim = this.gameObject.GetComponent<Animator>(); pos = this.gameObject.transform; doState = new state[] { Idle, Attacking, MovingAttack, InAirAttack, Move, Dashing, Jumping, InAirNow, OnWall, WallJump, Hit, Dead }; attackPrefab = AttackPrefab; }
void Start() { grid = FindObjectOfType<GridManager>().Grid; currentNode = grid[rowStart, colStart]; currentNode.Owner = this; transform.position = currentNode.transform.position; deck = new Deck(FindObjectOfType<CardList>().Cards); hand = new Hand(); //state machine init machine = new PlayerStateMachine(); doState = new state[] { Idle, MoveBegining, MoveEnding, Hit, Dead, BasicAttack, Sword }; renderTimer = 0; invunTimer = 0; }