// Use this for initialization void Start() { Items = GetComponent <AddItem>(); cc = GetComponent <CharacterControl>(); health = healthT; stats = Items.stats; StartCoroutine(HealthRegen()); }
void Start() { Dist = Vector2.zero; mc = GetComponent <MoveCharacter>(); cc = GetComponent <CharacterControl>(); //StartCoroutine(run); item = GetComponent <AddItem>(); stats = item.stats; AIplayer.AI.Add(GetComponent <Health>()); }
void Start() { stats = new C_Stats(GetComponent <Health>()); asn = GetComponentInChildren <AddSpriteN>(); cc = GetComponent <CharacterControl>(); if (cc.IsMine) { stats_info.stats = stats; MyPlayer = this; } }
void Start() { foreach (skill_type stype in EnumCheck <skill_type> .GetEnumValues()) { skill_rec.Add(stype, new List <Transform>()); } if (Skill_Dump == null) { Skill_Dump = new GameObject().transform; Skill_Dump.name = "skill_recycle_bin"; Skill_Dump.position = Vector2.zero; } hp = GetComponent <Health>(); StartReady = true; skill1 = Resources.Load <GameObject>("Character/Skills/prefabs/skill_1"); physic_attack = Resources.Load <GameObject>("Character/Skills/prefabs/attack_box"); arrow = Resources.Load <GameObject>("Character/skills/prefabs/arrow"); StartCoroutine(SpawnSpell()); stats = GetComponent <AddItem>().stats; if (IsMine) { InGameData.add_item = GetComponent <AddItem>(); } ID = NEXT_PLAYER_ID; ATBS = new GameObject().transform; ATBS.SetParent(this.transform); ATBS.name = "AttackBoxHolder"; ATBS.localEulerAngles = Vector3.zero; ATBS.localPosition = Vector3.zero; Intialized = true; }
// Use this for initialization void Start() { cc = transform.parent.GetComponent <CharacterControl>(); stats = transform.parent.GetComponent <AddItem>().stats; }