// Use this for initialization void Start() { this.timer = 0f; this.playerBody = GetComponent <Rigidbody2D>(); this.playerCollider = GetComponent <BoxCollider2D>(); this.chargedAttack = GetComponent <AbilityChargedAttack>(); this.DirectionHandler = new FourDirectionSystem(); this.playerAttackInfo = GetComponent <AttackInfoContainer>(); this.spriteRenderer = GetComponent <SpriteRenderer>(); this.playerAnim = GetComponent <Animator>(); this.warpState = WarpState.Setup; }
// Use this for initialization void Start() { //playerInfo = GetComponent<PlayerInfoContainer> (); movementInfo = GetComponent <AbilityBasicMovement> (); playerAttackInfo = GetComponent <AttackInfoContainer> (); swordCollider = GameObject.Find("Sword Collider Down").GetComponent <SwordCollider> (); //Down swordColliderUp = GameObject.Find("Sword Collider Up").GetComponent <SwordCollider> (); swordColliderLeft = GameObject.Find("Sword Collider Left").GetComponent <SwordCollider> (); swordColliderRight = GameObject.Find("Sword Collider Right").GetComponent <SwordCollider> (); playerBody = GetComponent <Rigidbody2D> (); DirectionHandler = new FourDirectionSystem(); playerAnimator = GetComponent <Animator> (); }
// Use this for initialization void Start() { this.state = InteractState.Check; this.animator = GetComponent <Animator>(); this.playerMovementSystem = GetComponent <AbilityBasicMovement>(); this.playerDialogueState = GameObject.Find("Player").GetComponent <AbilityDialogue>(); this.DirectionSystem = new FourDirectionSystem(); this.holdItem.enabled = false; this.HPHandler = GetComponent <PlayerHealthComponent>(); this.SPHandler = GetComponent <PlayerSPComponent>(); this.KeyInventory = GetComponent <PlayerKeyInventory>(); }
//NOTE: Will need to add additional collider references for sprint attacks // and for the chain attacks if they end up being different void Start() { playerAttackInfo = GetComponent <AttackInfoContainer>(); swordCollider = GameObject.Find("Sword Collider Down").GetComponent <SwordCollider>(); //Down swordColliderUp = GameObject.Find("Sword Collider Up").GetComponent <SwordCollider>(); if (swordColliderUp == null) { Debug.Log("NULL UP "); } swordColliderLeft = GameObject.Find("Sword Collider Left").GetComponent <SwordCollider>(); swordColliderRight = GameObject.Find("Sword Collider Right").GetComponent <SwordCollider>(); playerBody = GetComponent <Rigidbody2D>(); //orientationSystem = GetComponent<OrientationSystem>(); DirectionHandler = new FourDirectionSystem(); playerAnimator = GetComponent <Animator>(); movementInfo = GetComponent <AbilityBasicMovement>(); comboCount = 0; bufferInput = false; chargeAttack = false; }
// Use this for initialization void Start() { playerAttackInfo = GetComponent <AttackInfoContainer> (); //playerOrientation = GetComponent<PlayerOrientation> (); movementInfo = GetComponent <AbilityBasicMovement> (); playerBody = GetComponent <Rigidbody2D> (); spriteRenderer = GetComponent <SpriteRenderer> (); animator = GetComponent <Animator> (); //orientationSystem = GetComponent<OrientationSystem> (); DirectionHandler = new FourDirectionSystem(); chargeAttackState = ChargeAttackState.Setup; colliderUp = GameObject.Find("cAttack Collider Up").GetComponent <SwordCollider> (); colliderDown = GameObject.Find("cAttack Collider Down").GetComponent <SwordCollider> (); colliderLeft = GameObject.Find("cAttack Collider Left").GetComponent <SwordCollider> (); colliderRight = GameObject.Find("cAttack Collider Right").GetComponent <SwordCollider> (); colliderUp.DisableCollider(); colliderDown.DisableCollider(); colliderRight.DisableCollider(); colliderLeft.DisableCollider(); }