void Awake()
 {
     if (m_CharacterInput == null)
     {
         m_CharacterInput = GetComponent <CharacterInput>();
     }
 }
        /// <summary>
        /// Initialization on load. Must be manually called
        /// </summary>
        /// <param name="transform">Transform of the game object, on which this class will do work</param>
        public virtual void Awake(Transform transform)
        {
            cachedTransform                = transform;
            normalizedVerticalSpeed        = 0.0f;
            m_CharacterInput               = cachedTransform.GetComponent <CharacterInput>();
            m_CharacterBrain               = cachedTransform.GetComponent <CharacterBrain>();
            characterController            = cachedTransform.GetComponent <OpenCharacterController>();
            characterController.collision += OnCollision;

            if (m_TerminalVelocity > 0.0f)
            {
                m_TerminalVelocity = -m_TerminalVelocity;
            }

            m_Gravity = UnityPhysics.gravity.y;
        }
예제 #3
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        /// <summary>
        /// Initialization on load. This method must be manually called.
        /// </summary>
        /// <param name="transform">Transform of the game object, on which this class will do work</param>
        public virtual void Awake(Transform transform)
        {
            cachedTransform                = transform;
            normalizedVerticalSpeed        = 0.0f;
            m_CharacterInput               = cachedTransform.GetComponent <CharacterInput>();
            m_CharacterBrain               = cachedTransform.GetComponent <CharacterBrain>();
            characterController            = cachedTransform.GetComponent <OpenCharacterController>();
            characterController.collision += OnCollision;

            if (m_TerminalVelocity > 0.0f)
            {
                m_TerminalVelocity = -m_TerminalVelocity;
            }

            m_Gravity = UnityPhysics.gravity.y;

            // Calculate the minimum surface normal for moving platforms
            var vector = Quaternion.Euler(k_MaxPlatformAngle, 0.0f, 0.0f) * Vector3.up;

            m_MovingPlatforms.minNormalY = vector.y;
        }