예제 #1
0
 private void Start()
 {
     playerMotor   = GetComponent <PlayerMotor>();
     groundMotor   = GetComponent <PlayerGroundMotor>();
     speedChanger  = GetComponent <PlayerSpeedChanger>();
     climbingMotor = GetComponent <ClimbingMotor>();
     playerCamera  = GameManager.Instance.MainCamera;
 }
 void Start()
 {
     player          = GameManager.Instance.PlayerEntity;
     playerMotor     = GetComponent <PlayerMotor>();
     groundMotor     = GetComponent <PlayerGroundMotor>();
     levitateMotor   = GetComponent <LevitateMotor>();
     controller      = GetComponent <CharacterController>();
     playerEnterExit = GetComponent <PlayerEnterExit>();
     acrobatMotor    = GetComponent <AcrobatMotor>();
     speedChanger    = GetComponent <PlayerSpeedChanger>();
     stepDetector    = GetComponent <PlayerStepDetector>();
 }
예제 #3
0
        private void Start()
        {
            player = GameManager.Instance.PlayerEntity;

            acrobatMotor  = GetComponent <AcrobatMotor>();
            controller    = GetComponent <CharacterController>();
            speedChanger  = GetComponent <PlayerSpeedChanger>();
            groundMotor   = GetComponent <PlayerGroundMotor>();
            climbingMotor = GetComponent <ClimbingMotor>();
            playerScanner = GetComponent <PlayerMoveScanner>();
            hangingMotor  = GetComponent <HangingMotor>();
        }
예제 #4
0
 private void Start()
 {
     //player = GameManager.Instance.PlayerEntity;
     playerMotor   = GetComponent <PlayerMotor>();
     acrobatMotor  = GetComponent <AcrobatMotor>();
     levitateMotor = GetComponent <LevitateMotor>();
     controller    = GetComponent <CharacterController>();
     speedChanger  = GetComponent <PlayerSpeedChanger>();
     groundMotor   = GetComponent <PlayerGroundMotor>();
     rappelMotor   = GetComponent <RappelMotor>();
     climbingMotor = GetComponent <ClimbingMotor>();
     scanner       = GetComponent <PlayerMoveScanner>();
     //camTransform = GameManager.Instance.MainCamera.transform;
 }
 void Start()
 {
     player          = GameManager.Instance.PlayerEntity;
     playerMotor     = GetComponent <PlayerMotor>();
     groundMotor     = GetComponent <PlayerGroundMotor>();
     levitateMotor   = GetComponent <LevitateMotor>();
     controller      = GetComponent <CharacterController>();
     playerEnterExit = GetComponent <PlayerEnterExit>();
     acrobatMotor    = GetComponent <AcrobatMotor>();
     speedChanger    = GetComponent <PlayerSpeedChanger>();
     rappelMotor     = GetComponent <RappelMotor>();
     hangingMotor    = GetComponent <HangingMotor>();
     moveScanner     = GetComponent <PlayerMoveScanner>();
 }
예제 #6
0
        private void Start()
        {
            player = GameManager.Instance.PlayerEntity;

            acrobatMotor  = GetComponent <AcrobatMotor>();
            controller    = GetComponent <CharacterController>();
            speedChanger  = GetComponent <PlayerSpeedChanger>();
            groundMotor   = GetComponent <PlayerGroundMotor>();
            climbingMotor = GetComponent <ClimbingMotor>();
            playerScanner = GetComponent <PlayerMoveScanner>();
            //hangingMotor = GetComponent<HangingMotor>();

            // Prevent save while rappeling, erializing that case is not worth the trouble
            GameManager.Instance.SaveLoadManager.RegisterPreventSaveCondition(() => rappelStage != RappelStage.Inactive);
        }
예제 #7
0
        void Start()
        {
            controller    = GetComponent <CharacterController>();
            speedChanger  = GetComponent <PlayerSpeedChanger>();
            speed         = speedChanger.GetBaseSpeed();
            groundMotor   = GetComponent <PlayerGroundMotor>();
            climbingMotor = GetComponent <ClimbingMotor>();
            heightChanger = GetComponent <PlayerHeightChanger>();
            levitateMotor = GetComponent <LevitateMotor>();
            frictionMotor = GetComponent <FrictionMotor>();
            acrobatMotor  = GetComponent <AcrobatMotor>();

            // Allow for resetting specific player state on new game or when game starts loading
            SaveLoadManager.OnStartLoad  += SaveLoadManager_OnStartLoad;
            StartGameBehaviour.OnNewGame += StartGameBehaviour_OnNewGame;
        }