protected override void Awake() { base.Awake(); weapon = GetComponentInChildren <Weapon>(); weakpoint = GetComponentInChildren <Weakpoint>(); animator = GetComponent <Animator>(); boostTrail = GetComponent <TrailRenderer>(); colliders = new List <Collider2D>(); colliders.Add(GetComponent <Collider2D>()); Collider2D[] childColliders = GetComponentsInChildren <Collider2D>(); for (int i = 0; i < childColliders.Length; i++) { colliders.Add(childColliders[i]); } timers = new float[timerDurations.Length]; for (int i = 0; i < timers.Length; i++) { timers[i] = 0.0f; } }
// Use this for initialization protected override void Start() { base.Start(); Gap = 0.01f; index = 0; anim = aiming.GetComponent <Animator>(); anim.enabled = false; aiming.SetActive(false); shootingBarrel = GetComponentInChildren <ShootingBarrel>(); wp = GetComponent <Weakpoint>(); if (WaypointCanvas != null) { foreach (var waypoint in FindObjectsOfType(typeof(Waypoint)) as Waypoint[]) { waypoints.Add(waypoint); } SortedWaypoint = WaypointCanvas.GetComponentsInChildren <Waypoint>().ToList(); } CurrentTransform = gameObject.transform; //Set the gameobject to active on start gameObject.SetActive(false); wp.enabled = false; shown = false; }