private void Awake() { _characterMovement = GetComponent <CharacterMovementNew>(); if (!Logging.CheckIfCorrectMonoBehaviourInstantiation(_characterMovement, this, "Character Movement")) { enabled = false; } }
private void Awake() { _replayStorage = GetComponent <IntervalReplayStorage>(); Logging.CheckIfCorrectMonoBehaviourInstantiation(_replayStorage, this, "Replay Storage"); _characterMovement = GetComponent <CharacterMovementNew>(); Logging.CheckIfCorrectMonoBehaviourInstantiation(_characterMovement, this, "Character Movement"); _character = GetComponent <Character>(); Logging.CheckIfCorrectMonoBehaviourInstantiation(_character, this, "Character"); _character.onKilled += CharacterDied; }
protected virtual void Awake() { characterMovement = GetComponent <CharacterMovementNew>(); }