protected virtual void Awake() { PlayerModelObject = transform.GetChild(0).gameObject; Anim = PlayerModelObject.GetComponent <Animator>(); WalkingPlayer = GetComponent <IWalkingPlayer>(); }
protected virtual void Awake() { PlayerModelObject = transform.GetChild(0).gameObject; Anim = PlayerModelObject.GetComponent <Animator>(); WalkingPlayer = GetComponent <IWalkingPlayer>(); SplatterSpriteRenderer = SplatterPrefab.GetComponent <SpriteRenderer>(); FootstepParticles.Play(); FootstepEmission = FootstepParticles.emission; EmissionNormal = FootstepEmission.rateOverTime; EmissionSprint = new ParticleSystem.MinMaxCurve(EmissionNormal.constant + SprintingParticlesAdd); EmissionEmpty = new ParticleSystem.MinMaxCurve(0f); FootstepEmission.rateOverTime = EmissionEmpty; }