Пример #1
0
 void Start()
 {
     state         = GetComponent <IPlayerStateFullAccess>();
     controller    = GetComponent <CharacterController2D>();
     weaponManager = GetComponentInChildren <WeaponManager>();
     SetCharacterAnimations(state.Character);
 }
Пример #2
0
    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);
    }
Пример #3
0
 void Start()
 {
     state = GetComponent<IPlayerStateFullAccess>();
     controller = GetComponent<CharacterController2D>();
     weaponManager = GetComponentInChildren<WeaponManager>();
     SetCharacterAnimations(state.Character);
 }
Пример #4
0
    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);
    }
Пример #5
0
 void Start()
 {
     player = transform.parent.GetComponent<PlayerManager>();
     state = transform.parent.GetComponent<IPlayerStateFullAccess>();
     game = GameObject.Find(GAME_STATE).GetComponent<IGameStateReadOnly>();
 }
Пример #6
0
 void Start()
 {
     state = GameObject.Find(PLAYER).GetComponent<IPlayerStateFullAccess>();
     SetAnimations(state.Character);
 }
Пример #7
0
 void Start()
 {
     player = transform.parent.GetComponent <PlayerManager>();
     state  = transform.parent.GetComponent <IPlayerStateFullAccess>();
     game   = GameObject.Find(GAME_STATE).GetComponent <IGameStateReadOnly>();
 }
Пример #8
0
 void Start()
 {
     state = GameObject.Find(PLAYER).GetComponent <IPlayerStateFullAccess>();
     SetAnimations(state.Character);
 }