// Start is called before the first frame update void Start() { controller = GetComponent <CharacterController>(); anim = GetComponentInChildren <Animator>(); attachPoints = GetComponentsInChildren <AttachPoint>(); spriteRenderer = GetComponentInChildren <SpriteRenderer>(); GameMaster.Instance.SetPlayer(this); //calculate gravity and velocity from wanted jump height and time to peak gravity = -(2 * maxJumpHeight / Mathf.Pow(timeToJumpPeak, 2)); maxJumpVelocity = Mathf.Abs(gravity) * timeToJumpPeak; minJumpVelocity = Mathf.Sqrt(2 * Mathf.Abs(gravity) * minJumpHeight); print("Gravity: " + gravity + " Jump Velocity: " + maxJumpVelocity); baseGravity = gravity; cameraFollow = Camera.main.GetComponent <CameraFollow>(); foreach (AttachPoint a in attachPoints) { a.Owner = this; } inputBuffer = new InputBufferItem[bufferSize]; for (int i = 0; i < inputBuffer.Length; i++) { inputBuffer[i] = new InputBufferItem(); } }
// Use this for initialization void Start() { InputBuffer = new InputBufferItem[buffersize]; for (var i = 0; i < InputBuffer.Length; i++) { InputBuffer[i] = new InputBufferItem(); } }
void InitializeBuffer() { m_inputList = new List <InputBufferItem>(); foreach (string s in m_inputListString) { InputBufferItem newB = new InputBufferItem(); newB.m_button = s; m_inputList.Add(newB); } }