protected virtual void Initialization() { State = new DHPhysicsControllerState(); behaviourManager = GetComponent <BasicBehaviour>(); input = behaviourManager.LinkedInputManager; _rigidbody = behaviourManager.GetRigidBody; animator = behaviourManager.GetAnimator; mainCamara = behaviourManager.Getcamera; _rigidbody = behaviourManager.GetRigidBody; frictionPhysics = new PhysicMaterial(); frictionPhysics.name = "frictionPhysics"; frictionPhysics.staticFriction = .25f; frictionPhysics.dynamicFriction = .25f; frictionPhysics.frictionCombine = PhysicMaterialCombine.Multiply; maxFrictionPhysics = new PhysicMaterial(); maxFrictionPhysics.name = "maxFrictionPhysics"; maxFrictionPhysics.staticFriction = 1f; maxFrictionPhysics.dynamicFriction = 1f; maxFrictionPhysics.frictionCombine = PhysicMaterialCombine.Maximum; slippyPhysics = new PhysicMaterial(); slippyPhysics.name = "slippyPhysics"; slippyPhysics.staticFriction = 0f; slippyPhysics.dynamicFriction = 0f; slippyPhysics.frictionCombine = PhysicMaterialCombine.Minimum; _capsuleCollider = GetComponent <CapsuleCollider>(); colliderCenter = GetComponent <CapsuleCollider>().center; colliderRadius = GetComponent <CapsuleCollider>().radius; colliderHeight = GetComponent <CapsuleCollider>().height; }
protected virtual void Initialization() { Debug.Log(gameObject.name); _controller = GetComponent <DHPhysicsController>(); movementState = new DHStateMachine <CharacterStates.MovementStates>(gameObject, SendStateChangeEvents); conditionState = new DHStateMachine <CharacterStates.CharacterConditions>(gameObject, SendStateChangeEvents); overridingBehaviours = GetComponents <GenericBehaviour>(); mainCamera = Camera.main.GetComponent <CameraMMO>(); animator = GetComponent <Animator>(); rBody = GetComponent <Rigidbody>(); GetInputManager(); if (animator != null) { InitializeAnimatorParameters(); } }