void Awake() { _character_controller = GetComponent <CharacterController>(); _character_controller.minMoveDistance = 0; state_controller = new State_controller(); state_controller.initialize(new Player_State_Transition_Func(_character_controller, player_health_info)); attack_controller = new State_controller(); attack_controller.initialize(new Attack_State_Transition_Func()); rot = Quaternion.Euler(0, 0, 0); Material[] materials = PlayerVisuals.materials; skin_material = materials[1]; skin_natural = skin_material.color; AudioManager.instance.SetLoop("char_hoveridle", true); AudioManager.instance.Play("char_hoveridle"); }
// Start is called before the first frame update void Start() { state_controller = new State_controller(); enemy1_state_transition_func = new Enemy1_State_Transition_Func(player, gameObject, boss_health_info); state_controller.initialize(enemy1_state_transition_func); }