void Start() { state = GetComponent <IPlayerStateFullAccess>(); controller = GetComponent <CharacterController2D>(); weaponManager = GetComponentInChildren <WeaponManager>(); SetCharacterAnimations(state.Character); }
void Start() { // component takes over player physics, so we don't enable until player dies this.enabled = false; state = GetComponent <IPlayerStateFullAccess>(); controller = GetComponent <CharacterController2D>(); boxCollider = GetComponent <BoxCollider2D>(); AddListeners(); SetCharacterAnimations(state.Character); }
void Start() { state = GetComponent<IPlayerStateFullAccess>(); controller = GetComponent<CharacterController2D>(); weaponManager = GetComponentInChildren<WeaponManager>(); SetCharacterAnimations(state.Character); }
void Start() { // component takes over player physics, so we don't enable until player dies this.enabled = false; state = GetComponent<IPlayerStateFullAccess>(); controller = GetComponent<CharacterController2D>(); boxCollider = GetComponent<BoxCollider2D>(); AddListeners(); SetCharacterAnimations(state.Character); }
void Start() { player = transform.parent.GetComponent<PlayerManager>(); state = transform.parent.GetComponent<IPlayerStateFullAccess>(); game = GameObject.Find(GAME_STATE).GetComponent<IGameStateReadOnly>(); }
void Start() { state = GameObject.Find(PLAYER).GetComponent<IPlayerStateFullAccess>(); SetAnimations(state.Character); }
void Start() { player = transform.parent.GetComponent <PlayerManager>(); state = transform.parent.GetComponent <IPlayerStateFullAccess>(); game = GameObject.Find(GAME_STATE).GetComponent <IGameStateReadOnly>(); }
void Start() { state = GameObject.Find(PLAYER).GetComponent <IPlayerStateFullAccess>(); SetAnimations(state.Character); }