// Use this for initialization // gets the input script from the main camera and figures out how tall the character is for movement void Start() { //aAnim = goCharacter2.GetComponent<Animator>(); fHealth = 100.0f; fRopeLength = Vector3.Distance(goRopePivotPoints[0].transform.position, goRopeEndPoints[0].transform.position); fMaxFallTime = fMaxJumpTime / iJumpFallFraction; goCharacter.animation.Play("Idle"); if (iActiveShadows > 0) { SendShadowMessage("ChangeFacing", 4); } //disable the attack boxes foreach (GameObject attackbox in goRopeAttackBoxs) { attackbox.SetActive(false); } scrptInput = CameraScriptInGame.GrabMainCamera().transform.parent.GetComponent <InputCharContScript>(); CapsuleCollider myCollider = GetComponent <CapsuleCollider>(); fHeight = myCollider.height; fWidth = myCollider.radius; if (bMoreThan1Player) { FindActivePlayer(); } }
public Transform player; // Reference to the player's transform. void Start() { scrptInput = CameraScriptInGame.GrabMainCamera().transform.parent.GetComponent <InputCharContScript>(); FindActivePlayer(); }
// Use this for initialization void Start() { scrptInput = goCamPrefab.GetComponent <InputCharContScript>(); }
// Use this for initialization // gets the input script from the main camera and figures out how tall the character is for movement void Start() { //aAnim = goCharacter2.GetComponent<Animator>(); fHealth = 100.0f; fRopeLength = Vector3.Distance(goRopePivotPoints[0].transform.position, goRopeEndPoints[0].transform.position); fMaxFallTime = fMaxJumpTime/iJumpFallFraction; goCharacter.animation.Play("Idle"); if(iActiveShadows > 0) SendShadowMessage("ChangeFacing" , 4); //disable the attack boxes foreach(GameObject attackbox in goRopeAttackBoxs) attackbox.SetActive(false); scrptInput = CameraScriptInGame.GrabMainCamera().transform.parent.GetComponent<InputCharContScript>(); CapsuleCollider myCollider = GetComponent<CapsuleCollider>(); fHeight = myCollider.height; fWidth = myCollider.radius; if(bMoreThan1Player) { FindActivePlayer(); } }
void Start() { scrptInput = CameraScriptInGame.GrabMainCamera().transform.parent.GetComponent<InputCharContScript>(); FindActivePlayer(); }
// Use this for initialization void Start() { scrptInput = goCamPrefab.GetComponent<InputCharContScript>(); }