// Start is called before the first frame update void Start() { GameObject player = GameObject.FindGameObjectWithTag("Player"); if (player) { health = player.GetComponent <Health>(); powers = player.GetComponent <Powers_Main>(); healthFill[0] = Resources.Load <Sprite>("UI/healthFull"); healthFill[1] = Resources.Load <Sprite>("UI/healthHalf"); healthFill[2] = Resources.Load <Sprite>("UI/healthTwenty"); powerSprites.Add("blank", Resources.Load <Sprite>("UI/blank")); powerSprites.Add("occupied", Resources.Load <Sprite>("UI/occupied")); //fallback in case icon doesn't exist yet powerSprites.Add("ENGINE", Resources.Load <Sprite>("UI/iconENGINE")); powerSprites.Add("CHARGEJUMP", Resources.Load <Sprite>("UI/iconCHARGEJUMP")); powerSprites.Add("DOUBLEJUMP", Resources.Load <Sprite>("UI/iconDOUBLEJUMP")); effectImages.Add("burning", Resources.Load <GameObject>("UI/Effect_Fire")); previousHealth = 0f; previousFireTime = powers.fireMax; effectsDirty = true; InitialiseMenus(); } else { Debug.Log("Player character not found"); } }
private void Awake() { // Setting up references. GroundCheck = transform.Find("FloorCheck"); CeilingCheck = transform.Find("CeilingCheck"); Anim = MeshObject.GetComponent <Animator>(); rb = GetComponent <Rigidbody2D>(); AimController = MeshObject.GetComponent <Springer_AimController>(); FollowCam = Cam.GetComponent <FollowCamera>(); WeaponManager = GetComponent <Springer_WeaponManager>(); Powers = GetComponent <Powers_Main>(); }