// Use this for initialization void Start() { Stats = GameObject.FindObjectOfType <GiovanniStats>(); rb2d = GetComponent <Rigidbody2D>(); rb2d.freezeRotation = true; animator = GetComponent <Animator>(); facingRight = true; moveSpeedDash = Stats.moveSpeed + 10; maxFe = Stats.fe; currentFe = maxFe; crossOut = false; //crossOut = false; moveUp = false; moveDown = false; moveRight = false; moveLeft = false; //Sounds AudioSource[] audios = GetComponents <AudioSource>(); respirar = audios[0]; caminar = audios[1]; atacar = audios[2]; morir = audios[3]; }
// Use this for initialization void Start() { rb2d = GetComponent <Rigidbody2D>(); rb2d.freezeRotation = true; spriterender = GetComponent <SpriteRenderer>(); x = transform.position.x; y = transform.position.y; giovannicontrol = GameObject.FindObjectOfType <GiovanniControl>(); giovannistats = GameObject.FindObjectOfType <GiovanniStats>(); animator = GetComponent <Animator>(); target = GameObject.FindGameObjectWithTag("Player").transform; obstacle = GameObject.FindGameObjectWithTag("Obstacle").transform; beenAttacked = false; facingRight = true; }
private void Awake() { giovannistats = GameObject.FindObjectOfType <GiovanniStats>(); giovannicontrol = GameObject.FindObjectOfType <GiovanniControl>(); }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { giovanni = GameObject.FindObjectOfType <GiovanniStats>(); giovanni.isDead = true; }
// Use this for initialization void Start() { giovannicontrol = GameObject.FindObjectOfType <GiovanniControl>(); giovannistats = GameObject.FindObjectOfType <GiovanniStats>(); }