/// Override this to describe what happens when the object gets picked /// </summary> protected override void Pick() { base.Pick(); _animator = _collider.GetComponent <Animator> (); _health = _collider.GetComponent <LucyHealth> (); _sprite = gameObject.GetComponent <SpriteRenderer> (); _magnetEffect = _collider.GetComponent <LucyMagnet>(); _health.SuperSuitAquired(); _animator.runtimeAnimatorController = Resources.Load("SuperSuitAnimator") as RuntimeAnimatorController; _magnetEffect.AbilityPermitted = true; _sprite.enabled = false; //if we haven't already obtained it if (!GameManager.Instance.MagnetSuitObtained) { if (!GameManager.Instance.DebugMode) { RunSplashScreen(); } GameManager.Instance.MagnetSuitObtained = true; RetroAdventureProgressManager.Instance.SaveProgress(); } }
protected override void Setup() { base.Setup(); _animator = GetComponent <Animator>(); _characterHandleEMP = GetComponent <CharacterHandleEMP>(); _lucyHealth = GetComponent <LucyHealth>(); _magnetEffect = GetComponent <LucyMagnet>(); _characterHandleMelee = GetComponent <CharacterHandleMelee>(); _walljump = GetComponent <LucyWallJump>(); _wallcling = GetComponent <LucyWallClinging>(); _lucyFlamethrower = GetComponent <LucyFlamethrower>(); _characterRun = GetComponent <CharacterRun>(); _plasmaRainbow = GetComponent <_2dxFX_PlasmaRainbow>(); PowerNodesCollected = 0; StartCoroutine(AddItemsToInventory()); StartCoroutine(GetTheRightSuitOn()); }
// Use this for initialization void Start() { _lucyMagnet = GetComponentInParent <LucyMagnet>(); }