void Start() { input = GetComponent <InputHandler>(); animator = GetComponent <Animator> (); animationSwitcher = new AnimationSwitcher(); animationSwitcher.Init(animator); }
private void Start() { _playersGottenOut = new List <GameObject>(); _animationSwitcher = GetComponent <AnimationSwitcher>(); _playerStats = GetComponent <PlayerStats>(); }
protected override void Start() { base.Start(); _holdingState = GetComponent <PlayerHoldingState>(); _animationSwitcher = GetComponent <AnimationSwitcher>(); _gameOverlay = GetComponent <GameOverlay>(); }
void Start() { _ai = GetComponent <NavMeshAgent>(); _anim = GetComponent <Animator>(); _animSwitcher = GetComponent <AnimationSwitcher>(); _behaviorTree = GetComponent <BehaviorTree>(); _anim.SetFloat("IdleType", Random.value); _anim.SetFloat("Offset", Random.value); }
protected override void Start() { base.Start(); _holdingState = this.GetComponent <PlayerHoldingState>(); _animationSwitcher = GetComponent <AnimationSwitcher>(); _audioController = GetComponent <AudioController>(); _playerOverlay = this.GetComponent <GameOverlay>(); }
protected override void Start() { base.Start(); //jump = new Vector3(0.0f, 2.0f, 0.0f); // set jump height value here _playerFrozenState = GetComponent <PlayerFrozenState>(); _animationSwitcher = GetComponent <AnimationSwitcher>(); }
protected override void Start() { base.Start(); timeLeft = movementTimeLimit; // Set the time that the user has to move to the movementTimeLimit _holdingState = GetComponent <PlayerHoldingState>(); _frozenState = GetComponent <PlayerFrozenState>(); _animationSwitcher = GetComponent <AnimationSwitcher>(); _audioController = GetComponent <AudioController>(); _gameOverlay = GetComponent <GameOverlay>(); _holdingState.MaxRunWithBallTime = movementTimeLimit; }