private void Start() { prevPosition = transform.position; if (attachedTo != -1) { attPos = this.transform.localPosition; } anim.a = gameObject.GetComponent <Animator>(); destination = gameObject.transform.position; thisHealth = this.gameObject.GetComponent <Health>(); move.SetThisObject(gameObject.GetComponent <Rigidbody2D>()); flip.SetThisObject(gameObject.GetComponent <Rigidbody2D>()); flip.facingRight = false; jump.SetThisObject(thisObject); climb.SetThisObject(thisObject); land = new BasicLand(thisObject, jump, climb); jump.jumpSpeedY = jumpHeight; }
// Use this for initialization private void Start() { turnAngleLeft = Hip.transform.localEulerAngles.z + Back.transform.localEulerAngles.z + leftArm.transform.localEulerAngles.z + leftHand.transform.localEulerAngles.z; turnAngleRight = Hip.transform.localEulerAngles.z + Back.transform.localEulerAngles.z + rightArm.transform.localEulerAngles.z + rightHand.transform.localEulerAngles.z; thisObject = gameObject.GetComponent <Rigidbody2D>(); thisHealth = thisObject.GetComponent <Health>(); anim.a = GetComponent <Animator>(); move.SetThisObject(thisObject); flip.SetThisObject(thisObject); jump.SetThisObject(thisObject); land = new BasicLand(thisObject, jump, climb); ledge = new BasicLand(thisObject, jump, climb, 100000, false, true); wall = new BasicLand(thisObject, jump, climb, 0, false); step = new BasicLand(thisObject, jump, climb, 0, false); climb.SetThisObject(thisObject); inventory.Start(); spellInventory.Start(); munitions.maxAmount = 11; munitions.Start(); pickableItem = new List <GameObject>(); SetDefaultBoneAngles(); RecalcCharacteristics(); //ShowHideMenu(); }