protected virtual void Init() { physic = GetComponent <CharacterPhysic>(); stats = GetComponent <CharacterStats>(); gravity = GetComponent <Gravity>(); stats.DeathAction += JumpStop; stats.DeathAction += jumpDownReset; stats.onGroundAction += ChargeJump; }
private void Start() { stats = GetComponent <CharacterStats>(); physic = GetComponent <CharacterPhysic>(); move = GetComponent <CharacterMovement>(); gravity = GetComponent <Gravity>(); physic.Layer += LayerMask.GetMask("Player"); physic.HitAction += HitCheck; MovementCommand(); }
protected virtual void Init() { currentJumpDistance = jumpDistance; moveDirection = Toolkit.SideToVector(direction); if (moveDirection != Vector2.right) { moveDirection = Vector2.left; } stats = GetComponent <CharacterStats>(); physic = GetComponent <CharacterPhysic>(); move = GetComponent <CharacterMovement>(); jump = GetComponent <CharacterJump>(); gravity = GetComponent <Gravity>(); physic.Layer += LayerMask.GetMask("Player"); stats.MoveSide = moveDirection; layerMask = LayerMask.GetMask("Player", "Block"); stats.BodyState = BodyStateE.Laying; }
// Start is called before the first frame update void Start() { characterphysic = this; rb = GetComponent <Rigidbody2D>(); }