internal void Awake() { m_forces = new List <ForceSS>(); m_inputedForce = new ForceSS(); m_boxCollider = GetComponent <BoxCollider2D>(); m_boxCollider.offset = new Vector2(m_boxCollider.offset.x, m_boxCollider.offset.y + m_skinWidth); m_sprite = GetComponent <SpriteRenderer>(); m_canMove = true; m_lastPosition = transform.position; }
internal void Awake() { m_oldFloating = Floating; m_forces = new List <ForceSS>(); m_inputedForce = new ForceSS(); m_boxCollider = GetComponent <BoxCollider2D>(); m_boxCollider.offset = new Vector2(m_boxCollider.offset.x, m_boxCollider.offset.y + m_skinWidth); m_canMove = true; m_lastPosition = transform.position; m_timeCollided = new Dictionary <Direction, float> (); for (int i = 0; i < 4; i++) { m_timeCollided [(Direction)i] = 0f; } if (GetComponent <PersistentItem> () != null) { GetComponent <PersistentItem> ().InitializeSaveLoadFuncs(storeData, loadData); } }