private void Awake() { subComponentProcessor = GetComponentInChildren <SubComponentProcessor>(); //manualInput = GetComponent<ManualInput>(); //ledgeChecker = GetComponentInChildren<LedgeChecker>(); animationProgress = GetComponent <AnimationProgress>(); aiProgress = GetComponentInChildren <AIProgress>(); damageDetector = GetComponentInChildren <DamageDetector>(); boxCollider = GetComponent <BoxCollider>(); navMeshObstacle = GetComponent <NavMeshObstacle>(); instaKill = GetComponentInChildren <InstaKill>(); collisionSpheres = GetComponentInChildren <CollisionSpheres>(); collisionSpheres.owner = this; collisionSpheres.SetColliderSpheres(); dataProcessor = this.gameObject.GetComponentInChildren <DataProcessor>(); System.Type[] arr = { typeof(AirControl), typeof(SomeDataset) }; dataProcessor.InitializeSets(arr); aiController = GetComponentInChildren <AIController>(); if (aiController == null) { if (navMeshObstacle != null) { navMeshObstacle.carving = true; } } RegisterCharacter(); }
private void Awake() { manualInput = GetComponent <ManualInput>(); ledgeChecker = GetComponentInChildren <LedgeChecker>(); animationProgress = GetComponent <AnimationProgress>(); aiProgress = GetComponentInChildren <AIProgress>(); damageDetector = GetComponentInChildren <DamageDetector>(); boxCollider = GetComponent <BoxCollider>(); navMeshObstacle = GetComponent <NavMeshObstacle>(); collisionSpheres = GetComponentInChildren <CollisionSpheres>(); collisionSpheres.owner = this; collisionSpheres.SetColliderSpheres(); aiController = GetComponentInChildren <AIController>(); if (aiController == null) { if (navMeshObstacle != null) { navMeshObstacle.carving = true; } } RegisterCharacter(); }
private void Awake() { subComponentProcessor = GetComponentInChildren <SubComponentProcessor>(); // temp animationProgress = GetComponent <AnimationProgress>(); aiProgress = GetComponentInChildren <AIProgress>(); boxCollider = GetComponent <BoxCollider>(); navMeshObstacle = GetComponent <NavMeshObstacle>(); aiController = GetComponentInChildren <AIController>(); if (aiController == null) { if (navMeshObstacle != null) { navMeshObstacle.carving = true; } } RegisterCharacter(); InitCharacterStates(SkinnedMeshAnimator); }