void Start() { m_SpeedMultiplier = 1.0f; m_IsMoving = true; m_PlayerMovement = GameMaster.Instance.m_PlayerMovement; m_PlayerStats = GameMaster.Instance.m_PlayerStats; CircleCollider2D playerCircleCollider = m_PlayerMovement.GetComponent <CircleCollider2D>(); if (playerCircleCollider != null) { m_PlayerColliderRadius = playerCircleCollider.radius; } // Cap base speed if (m_BaseSpeed > m_MaxSpeed) { m_BaseSpeed = m_MaxSpeed; } }
public MoveSpeedPerk(GameObject player) { movement = player.GetComponentInChildren<PlayerMovement>(); }
void Awake() { instance = this; this.characterModel = this.transform.GetChild(0).gameObject; PlayerController.instance.charactorAnimator = this.characterModel.GetComponent <Animator>() as Animator; }
void Awake() { instance = this; this.characterModel = this.transform.GetChild(0).gameObject; PlayerController.instance.charactorAnimator = this.characterModel.GetComponent<Animator>() as Animator; }
private void Update() { PlayerMovement.ManageInput(); PlayerInteract.ManageInput(); }
void Awake() { anim = GetComponent<Animator>(); playerAudio = GetComponent<AudioSource>(); playerMovement = GetComponent<PlayerMovement>(); playerShooting = GetComponent<PlayerShooting>(); ResetHealth(); }
// Use this for initialization void Start() { playerObj = FindObjectOfType <PlayerMovement>(); playerAnim = playerObj.GetComponent <Animator>(); }