//int m_Vitae = 0; public int Vitae { get { return m_Vitae; } } #endregion // Use this for initialization public override void Start() { base.Start(); m_PlayerManager = ServiceLocator.Instance.GetService <PlayerManager>(ManagerType.PLAYER_MANAGER); m_CharacterController = GetComponent <CharacterController>(); m_PlayerController = GetComponent <PlayerController>(); //m_Sprite = transform.Find("Sprite"); visualFeedback = GetComponent <VisualFeedback>(); // Init stats m_HP = m_Data.HP; m_Animator.SetInteger("HP", m_HP); UpdateMaxHP(); UpdateMaxEnergy(); m_Energy = m_MaxEnergy; m_JumpSpeed = Physics.gravity.y; m_CurrentJumpHeight = m_Data.JumpHeight / 10f; m_CurrentSpeed = m_Data.Speed; m_CurrentVerticalSpeed = m_Data.VerticalSpeed; m_PlayerManager.OnFusionComplete += ReportFusionComplete; m_readyForFusionFX = Instantiate(ReadyForFusionFX, transform); m_readyForFusionFX.SetActive(false); m_InvincibilityFX = Instantiate(InvincibilityFX, transform); m_InvincibilityFX.SetActive(false); if (m_InvertSprite) { m_SpriteRotation.y = 180f; } if (attack1 == null) { attack1 = Instantiate(m_FXAttack1); } if (attack2 == null) { attack2 = Instantiate(m_FXAttack2); } if (attack3 == null) { attack3 = Instantiate(m_FXAttack3); } }
void Start() { // Debug.Log("GameflowManager: Start() - grabbing timer"); // Get the class/behavioural components from their parent GameSystem objects timer = GameSystem.GetComponent <Timer>(); VisualFeedbackScript = VisualFeedback.GetComponent <VisualFeedback>(); saveManager = GameSystem.GetComponent <SaveManager>(); scoreManager = GameSystem.GetComponent <ScoreManager>(); targetManager = TargetManager.GetComponent <TargetManager>(); // start timer and set game state to RUNNING timer.StartTimer(); state = StateType.RUNNING; }
public override void Start() { //StartCoroutine(EnemyAttack()); base.Start(); if (m_DataList) { m_Data = m_DataList.GetDataFromType(m_Type); } m_AttackBox = GetComponentInChildren <AttackBox>(true); m_CurrentSpeed = m_Data.Speed; m_EnemyManager.RegisterEnemy(this); if (attack1 == null) { attack1 = Instantiate(m_FXAttack1); } visualFeedback = GetComponent <VisualFeedback>(); }