/// <summary> /// Gets and stores components for further use /// </summary> protected virtual void Initialization() { _character = GetComponent <Character>(); _controller = GetComponent <CoreController>(); _characterBasicMovement = GetComponent <CharacterHorizontalMovement>(); //_characterGravity = GetComponent<CharacterGravity> (); _spriteRenderer = GetComponent <SpriteRenderer>(); //_health = GetComponent<Health> (); _animator = _character._animator; //_sceneCamera = _character.SceneCamera; _inputManager = _character.LinkedInputManager; _state = _character.CharacterState; _movement = _character.MovementState; _condition = _character.ConditionState; _abilityInitialized = true; if (_animator != null) { InitializeAnimatorParameters(); } if (_character._userProfiler != null) { _userProfiler = _character._userProfiler; } }
/// <summary> /// On Start() we reset our number of jumps /// </summary> protected override void Initialization() { base.Initialization(); Mana = GetComponent <CharacterMana>(); _jump = GetComponent <CharacterJump>(); _hMovement = GetComponent <CharacterHorizontalMovement>(); _attack = GetComponent <CharacterAttack>(); }
protected override void Initialization() { base.Initialization(); //_characterWallJump = GetComponent<CharacterWalljump>(); //_characterCrouch = GetComponent<CharacterCrouch>(); //_characterButtonActivation = GetComponent<CharacterButtonActivation>(); _characterHorizontalMovement = GetComponent <CharacterHorizontalMovement> (); _stamina = GetComponent <CharacterStamina>(); _hp = GetComponent <Health>(); }
/// <summary> /// On Start() we reset our number of jumps /// </summary> protected override void Initialization() { base.Initialization(); ResetNumberOfJumps(); //_characterWallJump = GetComponent<CharacterWalljump>(); //_characterCrouch = GetComponent<CharacterCrouch>(); //_characterButtonActivation = GetComponent<CharacterButtonActivation>(); _characterHorizontalMovement = GetComponent <CharacterHorizontalMovement> (); _characterLadder = GetComponent <CharacterLadder>(); _characterShapeshift = GetComponent <CharacterShapeshift>(); }
/// <summary> /// On init we grab all the components we'll need /// </summary> protected override void Initialization() { // we get the CorgiController2D component _controller = GetComponent <CoreController>(); _character = GetComponent <Character>(); _characterHorizontalMovement = GetComponent <CharacterHorizontalMovement>(); _health = GetComponent <Health>(); // initialize the start position _startPosition = transform.position; // initialize the direction _direction = _character.IsFacingRight ? Vector2.right : Vector2.left; _initialDirection = _direction; _initialScale = transform.localScale; }
/// <summary> /// Sets the weapon's owner /// </summary> /// <param name="newOwner">New owner.</param> public virtual void SetOwner(Character newOwner) { Owner = newOwner; if (Owner != null) { CharacterHandleWeapon = Owner.GetComponent <CharacterHandleWeapon>(); //_characterGravity = Owner.GetComponent<CharacterGravity>(); _characterHorizontalMovement = Owner.GetComponent <CharacterHorizontalMovement>(); _controller = Owner.GetComponent <CoreController>(); if (CharacterHandleWeapon.AutomaticallyBindAnimator) { if (CharacterHandleWeapon.CharacterAnimator != null) { Animators.Add(CharacterHandleWeapon.CharacterAnimator); } } } }
/// <summary> /// On init we grab our CharacterHorizontalMovement ability /// </summary> protected override void Initialization() { _characterHorizontalMovement = this.gameObject.GetComponent <CharacterHorizontalMovement>(); }