// Start is called before the first frame update void Start() { handleDC = GetComponent <HandleDamageColliders>(); handleAnim = GetComponent <HandleAnimations>(); handleMovement = GetComponent <HandleMovement>(); spriteRenderer = GetComponent <SpriteRenderer>(); }
void Start() { handleDC = GetComponent <HandleDamageColliders>(); handleAnim = GetComponent <HandleAnimations>(); handleMovement = GetComponent <HandleMovement>(); sRenderer = GetComponentInChildren <SpriteRenderer>(); blood = GetComponentInChildren <ParticleSystem>(); }
public void Start() { // get other scripts handleDC = GetComponent <HandleDamageColliders>(); handleAnim = GetComponent <HandleAnimations>(); handleMovement = GetComponent <HandleMovement>(); sRenderer = GetComponentInChildren <SpriteRenderer>(); particleVar = GetComponent <ParticleExplosion>(); }
void Start() { //_mat = mat.GetComponent<Renderer>().material; source = GetComponent <AudioSource>(); shake = camera.GetComponent <Camera_Shake>(); blood = GetComponentsInChildren <ParticleSystem>(); handleDC = GetComponent <HandleDamageColliders>(); handleAnim = GetComponent <HandleAnimations>(); handleMovement = GetComponent <HandleMovement>(); //blood = GetComponentInChildren<ParticleSystem>(); spare = false; mercy = false; }
private void Start() { handleDC = GetComponent <HandleDamageColliders>(); _sRenderer = GetComponentInChildren <SpriteRenderer>(); }