void Start() 
	{
		seo = (SceneEntityObject)KBEngineApp.app.player().renderObj;

		if(seo != null)
		{
			if(seo.gameObject != null && seo.gameObject != transform.gameObject)
			{
				Transform parent = transform.parent;
				seo.gameObject.transform.rotation = transform.rotation;
				UnityEngine.GameObject.Destroy(transform.gameObject);
				seo.gameObject.transform.parent = parent;
				seo.gameObject.name = "entity";
				seo.gameObject.layer = LayerMask.NameToLayer("kbentity");
				this.transform.gameObject.layer = LayerMask.NameToLayer("kbentity");
				seo.gameObject.tag = "Player";
			}
			
			if(seo.gameObject != null && seo.gameObject == transform.gameObject)
				instance = this;
		}
	}
    void Start()
    {
        seo = (SceneEntityObject)KBEngineApp.app.player().renderObj;

        if (seo != null)
        {
            if (seo.gameObject != null && seo.gameObject != transform.gameObject)
            {
                Transform parent = transform.parent;
                seo.gameObject.transform.rotation = transform.rotation;
                UnityEngine.GameObject.Destroy(transform.gameObject);
                seo.gameObject.transform.parent = parent;
                seo.gameObject.name             = "entity";
                seo.gameObject.layer            = LayerMask.NameToLayer("kbentity");
                this.transform.gameObject.layer = LayerMask.NameToLayer("kbentity");
                seo.gameObject.tag = "Player";
            }

            if (seo.gameObject != null && seo.gameObject == transform.gameObject)
            {
                instance = this;
            }
        }
    }
Exemplo n.º 3
0
    public CharacterState currentState;           // this is its current (animation) state


    void Awake()
    {
        instance = this;
    }
Exemplo n.º 4
0
 private void Awake()
 {
     RPG_Animation.instance = this;
 }