void Awake() { transformAnimator = GetComponent<TransformAnimator>(); instance = gameObject; inventory.onChanged += OnInventoryChanged; camera = GetComponent<Camera>(); }
void Awake() { instance = gameObject; animator = GetComponent<TransformAnimator>(); animator.getTime = () => TimeManager.RealTime; GetComponent<Camera>().layerCullSpherical = true; }
void Awake() { transformAnimator = GetComponent <TransformAnimator>(); }
void Awake() { transformAnimator = GetComponent <TransformAnimator>(); instance = gameObject; inventory.onChanged += OnInventoryChanged; }
void Start() { animator = GetComponent<Animator>(); foreach(SlidingDoorStateBehaviour behaviour in animator.GetBehaviours<SlidingDoorStateBehaviour>()) { behaviour.AddListener(this); } for(int i=0; i<floorPositions.Length; i++) { floorPositions[i].y = floorPositions[0].y + i * GameController.floorHeight; } currentTargetFloor = currentFloor; positionDriver = new TransformAnimator(); targetFloors = 0; transform.position = GetFloorPosition(currentFloor); }
void Awake() { transformAnimator = GetComponent<TransformAnimator>(); }