void Start() { _rigidbody = GetComponent <Rigidbody2D>(); _groundDetect = GetComponentInChildren <GroundDetect>(); SoundManager.PlaySound("BGM"); }
public void Init() { role = GetComponent <PlayerControl>(); movDct = GetComponent <MoveDetect>(); groundDct = GetComponent <GroundDetect>(); _animator = GetComponent <AnimatorControl>(); //roleActionsControl = RoleActionsInputBindings.ActionsBindings(); }
void Start() { rb = GetComponent <Rigidbody2D>(); audioData = GetComponent <AudioSource>(); groundDetect = GetComponentInChildren <GroundDetect>(); barkScript = GetComponentInChildren <BarkScript>(); dawgSprite = GetComponent <SpriteRenderer>(); forward = new Vector3(gameObject.transform.localScale.x, gameObject.transform.localScale.y, gameObject.transform.localScale.z); backward = new Vector3(gameObject.transform.localScale.x * -1, gameObject.transform.localScale.y, gameObject.transform.localScale.z); }
// Use this for initialization void Start() { gd = GetComponentInChildren <GroundDetect>(); turnAwayFromHole = GetComponentInChildren <EnemyTurnDetect>(); turnAwayFromWall = GetComponentInChildren <EnemyWallDetect>(); playerDetect = GetComponentInChildren <EnemyPlayerDetect>(); rigidBody = GetComponent <Rigidbody2D>(); startPoint = enemyTransform.position; destinationPoint = nextPos = destination.transform.position; }
// Use this for initialization void Start() { playerBody = GetComponent <Rigidbody2D>(); gd = GetComponentInChildren <GroundDetect>(); dmgScript = GetComponentInChildren <PlayerDamageEnemy>(); scoreScript = GetComponentInChildren <PlayerScoreIncrement>(); cameraScript = GetComponent <CameraFollow>(); armatureComponent = GetComponentInChildren <UnityArmatureComponent>(); lifeBoard.transform.position = new Vector2(20, Screen.height - 10); lifeBoard.text = "Continues: " + lifes; BoardsUpdate(); }
// Start is called before the first frame update void Start() { rg = GetComponent <Rigidbody>(); gameStart = transform.position; curr_x = transform.position.x; trainMat = trainMatObj.GetComponent <PlayerMat>(); touchGround = groundDetectObj.GetComponent <GroundDetect>(); touchRightWall = rightWallDetectObj.GetComponent <GroundDetect>(); touchLeftWall = leftWallDetectObj.GetComponent <GroundDetect>(); strPos = new Vector3[startPos.Length]; for (int i = 0; i < strPos.Length; ++i) { strPos[i] = startPos[i].position; } }
public void Init() { state = RoleState.Falling; groundDct = GetComponent <GroundDetect>(); jumpProc = GetComponent <JumpProcess>(); jumpProc.init(); fallProc = GetComponent <FallProcess>(); slideProc = GetComponent <SlideProcess>(); moveProc = GetComponent <MoveProcess>(); moveProc.init(); }
public void Init() { ColliderSize = transform.Find("body").Find("collider").lossyScale; state = RoleState.Falling; groundDct = GetComponent <GroundDetect>(); jumpProc = GetComponent <JumpProcess>(); jumpProc.Init(); fallProc = GetComponent <FallProcess>(); slideProc = GetComponent <SlideProcess>(); moveProc = GetComponent <MoveProcess>(); moveProc.init(); cliffDct = GetComponent <CliffDetect>(); animator = GetComponent <AnimatorControl>(); }
// Use this for initialization void Start() { role = GetComponent <PlayerControl>(); groundDct = GetComponent <GroundDetect>(); }
// Use this for initialization void Start() { role = GetComponent <PlayerControl>(); groundDct = GetComponent <GroundDetect>(); body = transform.FindChild("body"); }
private void Start() { move = Vector2.zero; _groundDetect = GetComponentInChildren <GroundDetect>(); }
// Use this for initialization void Start() { if (!GroundCheck2) { GameObject instObj = (GameObject) Instantiate(Player.EnemyGC2, GroundCheck.transform.position + GetComponent<Collider>().bounds.extents.z*transform.forward*0.475f, GroundCheck.transform.rotation); instObj.transform.SetParent (transform); GroundCheck2 = instObj.GetComponent<GroundDetect>(); } trueSpeed = speed; if(transform.FindChild ("StunFX")) { StunFX = transform.FindChild ("StunFX").GetComponent<ParticleSystem>(); } if (!effects && GetComponent<Effects> ()) effects = GetComponent<Effects> (); else if (!effects) effects = (Effects) gameObject.AddComponent<Effects> (); if (!view) view = GetComponentInChildren<EnemyTargetting> (); if (!WalkAnim) WalkAnim = GetComponent<Animation> (); BodyMarker[] rendMarkers = GetComponentsInChildren<BodyMarker> (); foreach (BodyMarker marker in rendMarkers) { if(marker.ColourSample) { defColour = marker.GetComponent<MeshRenderer>().materials[marker.submat].color; } rends.Add(marker.GetComponent<MeshRenderer>()); } if (!HP) HP = GetComponent<Health> (); if (groundCol) { defDFric = groundCol.material.dynamicFriction; defSFric = groundCol.material.staticFriction; } if (!rb) { rb = GetComponent<Rigidbody>(); } }