public void Init(StateManager st) { states = st; if (rh_weapons.Count > 0) { rightHandWeapon = WeaponToRuntimeWeapon(ResourcesManager.singleton.GetWeapon(rh_weapons[0])); } if (lh_weapons.Count > 0) { leftHandWeapon = WeaponToRuntimeWeapon(ResourcesManager.singleton.GetWeapon(lh_weapons[0]), true); hasLeftHandWeapon = true; } if (rightHandWeapon != null) { EquipWeapon(rightHandWeapon); } if (leftHandWeapon != null) { EquipWeapon(leftHandWeapon, true); } hasLeftHandWeapon = (leftHandWeapon != null); InitAllDamageColliders(); CloseAllDamageColliders(); ParryCollider pr = parryCollider.GetComponent <ParryCollider>(); pr.InitPlayer(st); CloseParryCollider(); }
public void Init(StateManager st) { states = st; LoadInventory(); ParryCollider pr = parryCollider.GetComponent <ParryCollider>(); pr.Init(st); CloseParryCollider(); CloseBreathCollider(); CloseBlockCollider(); }