private void Awake() { quickSlotsUI = FindObjectOfType <QuickSlotsUI>(); consumableSlot = GetComponentInChildren <ConsumableHolderSlot>(); animator = GetComponent <PlayerAnimatorHandler>(); weaponSlotManager = GetComponent <PlayerWeaponSlotManager>(); }
private void Awake() { animatorHandler = GetComponentInChildren <PlayerAnimatorHandler>(); inputHandler = GetComponent <InputHandler>(); playerStats = GetComponent <PlayerStats>(); weaponSlotManager = GetComponentInChildren <PlayerWeaponSlotManager>(); playerManager = GetComponent <PlayerManager>(); blockingCollider = GetComponentInChildren <BlockingCollider>(); }
private void Awake() { interactableUI = FindObjectOfType <InteractableUI>(); // Activate the inventory menu manager game object, so that updates can be applied to it before // it is visible to the player. This prevents icons popping in or colors changing on the first frame inventoryMenuManager.gameObject.SetActive(true); inventoryMenuManager.gameObject.SetActive(false); animatorHandler = FindObjectOfType <PlayerAnimatorHandler>(); }
void Start() { playerManager = GetComponent <PlayerManager>(); rigidbody = GetComponent <Rigidbody>(); inputHandler = GetComponent <InputHandler>(); animatorHandler = GetComponentInChildren <PlayerAnimatorHandler>(); cameraHandler = FindObjectOfType <CameraHandler>(); cameraObject = Camera.main.transform; myTransform = transform; animatorHandler.Initialize(); playerManager.isGrounded = true; ignoreForGroundCheck = ~(1 << 8 | ignoreForGroundCheck << 11); }