private void Awake() { playerSpConScript = GetComponent <playerSpCon>(); playerAniConScript = GetComponent <Player_Animation_Script>(); playerDodgeConScript = GetComponent <playerDodgeCon>(); playerMoveScript = GetComponent <Player_Move_Script>(); }
public bool isDodge; // trapType2FireAttack을 피하기 위한것 #endregion void Awake() { isDodge = false; HP = maxHP; playerRectTransform = GetComponent <RectTransform>(); playerRigid = GetComponent <Rigidbody>(); playerDodgeConScript = GetComponent <playerDodgeCon>(); playerAnimationScript = GetComponent <Player_Animation_Script>(); playerAttackConScript = GetComponent <playerAttackCon>(); playerSpConScript = GetComponent <playerSpCon>(); cam = FindObjectOfType <Camera>(); PlayerUI = PlayerUI.invenOff; state = PlayerState.idle; mousePlace = MousePlace.top; stunParticleObj = transform.Find("paticlePos").gameObject; stunParticleObj.SetActive(false); instance = this; if (null == instance) { instance = this; } }
private void Awake() { cam = FindObjectOfType <Camera>(); playerAnimationScript = GetComponent <Player_Animation_Script>(); player_Move_Script = GetComponent <Player_Move_Script>(); playerSpConScript = GetComponent <playerSpCon>(); }
private void Awake() { WeaponStateEnum = WeaponState.normalSword; playerSpConScript = GetComponent <playerSpCon>(); playerMoveScript = GetComponent <Player_Move_Script>(); playerAnimationScript = GetComponent <Player_Animation_Script>(); playerSwordBoxCollider.enabled = false; onceCheck02 = false; onceCheck03 = false; isCool = false; StartCoroutine("attackCool"); }