/// <summary>
    /// Unity's method called right after the object is created.
    /// </summary>
    void Awake()
    {
        // Retrieves the desired components
        _ccc = GetComponentInParent<CharacterControllerCustom>();
        _characterSize = GetComponentInParent<CharacterSize>();
        _characterShoot = GetComponentInParent<CharacterShoot>();
        _characterShootTrajectory = GetComponentInParent<CharacterShootTrajectory>();
        _eyesAttacher = GetComponent<EyesAttacher>();
        _transform = transform;
        _parent = _transform.parent;

        // Saves the model offset
        _originalModelOffset = _transform.localPosition;

        // Gets the joint information
        _joints = GetComponentsInChildren<Joint>();
        _jointsConnectedBodies = _joints.Select(e => e.connectedBody).ToArray();
        _originalJointsPosition = _joints.Select(e => e.transform.localPosition).ToArray();
    }
Пример #2
0
 /// <summary>
 /// Unity's method called when the entity is created.
 /// Recovers the desired componentes of the entity.
 /// </summary>
 public void Awake()
 {
     ccc = GetComponent<CharacterControllerCustom>();
     _shootTrajectory = GetComponent<CharacterShootTrajectory>();
     size = GetComponent<CharacterSize>();
     _independentControl = GameObject.FindGameObjectWithTag(Tags.GameController)
                             .GetComponent<GameControllerIndependentControl>();
 }