public void Awake() { playerHook = GetComponent <PlayerHook>(); playerWeaponHook = GetComponentInChildren <PlayerWeaponHook>(); statAugments = GetComponentsInChildren <StatAugment>().OrderBy(sa => sa.priority).ToList(); playerLevel = GetComponent <PlayerLevel>(); playerUpgrades = GetComponent <PlayerUpgrades>(); }
//This is for initializing values in the editor only. ApplyAugments will be triggered during build by a GameEventListener listening for any type of stat changes public void Recalculate() { myStatSystem.Awake(); PlayerHook playerHook = myStatSystem.GetComponent <PlayerHook>(); playerHook.Awake(); PlayerWeaponHook playerWeaponHook = myStatSystem.GetComponentInChildren <PlayerWeaponHook>(); playerWeaponHook.Awake(); StatAugment[] statAugments = myStatSystem.GetComponentsInChildren <StatAugment>(); foreach (StatAugment augment in statAugments) { augment.Awake(); } myStatSystem.ApplyAugments(); }
public void Awake() { characterHealth = GetComponent <CharacterHealth>(); playerWeaponHook = GetComponentInChildren <PlayerWeaponHook>(); }