private void Start() { player = GetComponent <PlayerCharacter>(); playerCollider = player.GetComponent <Collider2D>(); fsm = player.GetComponent <FiniteStateMachine>(); playerSprite = player.GetComponent <SpriteRenderer>(); indicators = new Dictionary <string, Indicator>(); interactibles = new List <PhysicalInteractible>(); }
/// <summary> /// Whether or not the player collider should be ignored. /// </summary> /// <returns>True if the player collider should be ignored. False otherwise.</returns> private bool ShouldIgnorePlayerCollider() { if (playerCollider == null) { player = FindObjectOfType <PlayerCharacter>(); playerCollider = player.GetComponent <BoxCollider2D>(); } // CHeck if player collider should be ignored. float bottomOfPlayerCollider = playerCollider.bounds.center.y - playerCollider.bounds.extents.y; float topOfPlatformCollider = platformCollider.bounds.center.y + platformCollider.bounds.extents.y; return(droppingThrough || bottomOfPlayerCollider < topOfPlatformCollider); }
//------------------------------------------------------------------------- // Unity API //------------------------------------------------------------------------- private void Awake() { player = GetComponent <PlayerCharacter>(); playerSprite = player.GetComponent <SpriteRenderer>(); }