// Use this for initialization protected void Start() { gameController = GameController_S.self; mainCamera = Camera_S.self.GetComponent <Camera>(); playerSprite = transform.GetChild(0).gameObject; spriteRigid = playerSprite.GetComponent <Rigidbody>(); animator = playerSprite.GetComponent <Animator>(); rigid = GetComponent <Rigidbody2D>(); canvasResources = canvas.GetComponent <Canvas_S>(); cameraShake = gameController.gameObject.GetComponent <CameraShake_S>(); invincibilityFlashTicks = (int)((invincibilitySeconds - 0.28f) / 0.16f); }
// Start is called before the first frame update void Start() { playerSprite = transform.parent.GetChild(0).gameObject; cameraShake = GameController_S.self.gameObject.GetComponent <CameraShake_S>(); gunSprite = transform.GetChild(0).gameObject; muzzle = transform.GetChild(1).gameObject; firingSound = GetComponent <AudioSource>(); gunSprite.GetComponent <SpriteRenderer>().sprite = gun.weapon; // Sets Gun Sprite to the Scriptable Object's Sprite muzzle.transform.localPosition.Set(gun.muzzleLocationX, gun.muzzleLocationY, 0); // Sets the Muzzle Location if (gun.childGameObject != null) // Tests and Creates Child of Gun { childSprite = Instantiate(gun.childGameObject, gunSprite.transform); gunSprite.GetComponent <GunLayerManagement_S>().setChildSprite(childSprite); } animator = transform.GetChild(0).GetComponent <Animator>(); animator.runtimeAnimatorController = gun.animation; // Sets the Animation Controller of the Sprite // Sets different aspects of the gun firingSound.clip = gun.firingSound; fireRate = gun.fireRate; totalBullets = gun.bulletCount - gun.clipSize; clipSize = gun.clipSize; currentBullets = gun.clipSize; reloadSpeed = gun.reloadSpeed; reloadSound = gun.reloadSound; canvasResources = canvas.GetComponent <Canvas_S>(); // Gets Canvas Script of the game; gunUIText = canvasResources.getGunUIText(); // Gets the Gun UI Text from the Canvas Script; gunUIText.color = Color.blue; gunUIText.text = "staples x " + currentBullets; }