void Start() { timer = maxTime; dontGoThroughThings = GetComponent<DontGoThroughThings> (); collisionDetection.OnDeath += DestroySelf; AreaEnemySpawner.instance.OnStateChange += DestroySelf; ForceManager.instance.OnForceAdded += AddForce; ForceManager.instance.OnOutwardForceAdded += AddOutwardForce; ForceManager.instance.OnPointForceAdded += AddPointForce; ForceManager.instance.OnRotationForceAdded += AddRotationForce; ForceManager.instance.OnCollisionSwitch += SwitchCollision; ForceManager.instance.projectiles++; }
void Start() { m_collider = GetComponent <Collider>(); m_rgd = GetComponent <Rigidbody>(); DGTT = GetComponent <DontGoThroughThings>(); singletonHandler = GameObject.FindGameObjectWithTag("SingletonHandler"); PSF = singletonHandler.GetComponent <scr_playerStateFunctions>(); player = GameObject.FindGameObjectWithTag("Player"); m_lineRenderer = GetComponent <LineRenderer>(); currentSoarDuration = 0; player = GameObject.FindGameObjectWithTag("Player"); playerAttach = player.GetComponent <scr_attachRopeTo>(); shouldBeDestroyed = false; }
void Start() { m_player = GameObject.FindGameObjectWithTag("Player"); if (m_player == null) { print("Couldnt Find Player"); Destroy(this); return; } pRigidbody = m_player.GetComponent <Rigidbody>(); pAttach = m_player.GetComponent <scr_attachRopeTo>(); DGTT = m_player.GetComponent <DontGoThroughThings>(); pInput = m_player.GetComponent <scr_ThirdPersonUserControl>(); pMove = m_player.GetComponent <scr_ThirdPersonCharacter>(); }
/* * Passes the knifecontroller and parameter spin speed to the knife */ public virtual void Setup(Transform _ownerTransform, WarpLookAheadCollider _lookAhead) { ownerTransform = _ownerTransform; warpLookAheadCollider = _lookAhead; stuckInSurface = false; gravShiftVector = Vector3.zero; rb = GetComponent <Rigidbody>(); dontGoThroughThings = GetComponent <DontGoThroughThings>(); trailRenderer = GetComponentInChildren <TrailRenderer>(); // Attach the WarpLookAheadCollider to this knife this.PostNotification(AttachLookAheadColliderNotification, this); //transform.LookAt(transform.position + _controller.transform.forward, _controller.transform.up); //? <-(why is this question mark here?) }