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> /// Grabs useful components, enables damage and gets the inital color /// </summary> protected virtual void Initialization() { _character = GetComponent <Character>(); if (gameObject.GetComponentNoAlloc <SpriteRenderer>() != null) { _renderer = GetComponent <SpriteRenderer>(); } if (_character != null) { if (_character.CharacterModel != null) { if (_character.CharacterModel.GetComponentInChildren <Renderer> () != null) { _renderer = _character.CharacterModel.GetComponentInChildren <Renderer> (); } } } _stamina = GetComponent <CharacterStamina>(); // we grab our animator if (_character != null) { if (_character.CharacterAnimator != null) { _animator = _character.CharacterAnimator; } else { _animator = GetComponent <Animator>(); } } else { _animator = GetComponent <Animator>(); } if (_animator != null) { _animator.logWarnings = false; } _controller = GetComponent <CoreController>(); _collider2D = GetComponent <Collider2D>(); _initialPosition = transform.position; _initialized = true; CurrentHealth = InitialHealth; Armor = InitialArmor; DamageEnabled(); UpdateHealthBar(false); UpdateArmorBar(); }
// Initialization protected override void Initialization() { base.Initialization(); _characterStamina = GetComponent <CharacterStamina>(); Setup(); }
protected override void Initialization() { base.Initialization(); _Stamina = GetComponent <CharacterStamina>(); _Jump = GetComponent <CharacterJump>(); }