/// <summary> /// Awake is called when the script instance is being loaded. /// </summary> /// /// <remarks> /// Awake is called only once during the lifetime of the script instance. /// Awake is always called before any Start functions. /// This allows you to order initialization of scripts. /// </remarks> protected virtual void Awake() { //Init required components characterHealth = GetComponent <CharacterHealth>(); character = GetComponent <TPCharacter>(); _camera = character.GetCamera().transform; inverseKinematics = character.GetInverseKinematics(); //Ignore player layer for grabbing raycast layerMask = ~(1 << LayerMask.NameToLayer("Player")); }
/// <summary> /// Start is called on the frame when a script is enabled just before /// any of the Update methods is called the first time. /// </summary> protected virtual void Start() { //Init required components character = GetComponent <TPCharacter>(); _camera = character.GetCamera().transform; inverseKinematics = character.GetInverseKinematics(); characterHealth = GetComponent <CharacterHealth>(); //Ignore player layer for grabbing raycast layerMask = ~(1 << LayerMask.NameToLayer("Player")); //Add and configuring Spring Joint if (!springJoint) { GameObject go = new GameObject("Rigidbody Dragger"); gameObject.transform.parent = transform; Rigidbody body = go.AddComponent <Rigidbody>(); springJoint = go.AddComponent <SpringJoint>(); body.isKinematic = true; } }
/// <summary> /// Start is called on the frame when a script is enabled just before /// any of the Update methods is called the first time. /// </summary> protected virtual void Start() { inverseKinematics = GetComponent <TPCharacter>().GetInverseKinematics(); StartCoroutine("IKInteractiveProcessing", 0.1f); }