/// <summary> /// Cache the component references. /// </summary> protected override void Awake() { base.Awake(); m_Rigidbody = GetComponent <Rigidbody>(); m_ShortClimb = GetComponent <ShortClimb>(); }
/// <summary> /// Cache the component references and initialize the default values. /// </summary> protected override void Awake() { base.Awake(); m_Rigidbody = GetComponent <Rigidbody>(); m_ShortClimb = GetComponent <ShortClimb>(); // Populate the ParticleSystem and AudioSource arrays. if (m_SplashGameObjects.Length > 0) { m_SplashParticleSystems = new ParticleSystem[m_SplashGameObjects.Length]; m_SplashAudioSources = new AudioSource[m_SplashGameObjects.Length]; for (int i = 0; i < m_SplashGameObjects.Length; ++i) { m_SplashParticleSystems[i] = m_SplashGameObjects[i].GetComponent <ParticleSystem>(); m_SplashAudioSources[i] = m_SplashGameObjects[i].GetComponent <AudioSource>(); } } }