// Start is called before the first frame update void Awake() { projectileCollider = GetComponent <Collider2D>(); if (projectileCollider == null) { Debug.LogError("ProjectileVisuals Awake() projectileCollider == null"); } localParticleSystemManager = GetComponent <LocalParticleSystemManager>(); tween = GetComponent <AbilitySpawnTween>(); if (tween) { useTween = true; } else { useTween = false; } abilityComponentManager = GetComponent <AbilityComponentManager>(); SetActions(); }
private void Awake() { objectCollider = GetComponentInChildren <Collider2D>(); particles = GetComponentInChildren <LocalParticleSystemManager>(); particles.enabled = false; tween = GetComponentInChildren <AbilityScaleTween>(); tween.enabled = false; }
private void Awake() { trailFollow = GetComponent <Follow>(); trailParticleManager = GetComponent <LocalParticleSystemManager>(); }
private void Awake() { shieldParticles = GetComponent <LocalParticleSystemManager>(); isActive = false; }
private void Awake() { fadeTween = GetComponent <FadeObjectTween>(); scaleTween = GetComponent <ScaleTween>(); particles = GetComponentInChildren <LocalParticleSystemManager>(); }