void Awake() { controller = GetComponent <IController2D>(); stateMachine = GetComponent <ITerrainState>(); attack = GetComponent <IAttack>(); lockedShooting = false; }
public void Awake() { charFactory = GetComponent <PlayableCharacterFactory>(); //Create the character. _myCharacter = charFactory.CreateCharacter(AvailableCharacters.Ruyo); //Assign freshly created character as child of this gameobject. _myCharacter.CharacterInstance.transform.parent = transform; //Make sure that the created character is positioned in the middle of the player gameobject. _myCharacter.CharacterInstance.transform.localPosition = Vector3.zero; //Get the launcher from the character and store its script ref... _launcher = _myCharacter.CharacterInstance.GetComponentInChildren <ILauncher>(); //...same with the crosshair + setup the camera script. _crosshair = _myCharacter.CharacterInstance.GetComponentInChildren <Crosshair>(); _crosshair.Begin(_cameraWorks); _controller2D = _myCharacter.CharacterInstance.GetComponentInChildren <IController2D>(); //Get the healthbar script for the character, if it has any healthbar. _myCharacter.AddHealthBarReference(GetComponentInChildren <RuyoHealthbar>()); _skillManager.AddObserver(_crosshair); //Create the skills factory. Then retrieve the factory script and proper skill factory. GameObject factorySelector = Instantiate(_factorySelectorPrefab); factorySelector.transform.parent = this.gameObject.transform; _skillFactorySelector = factorySelector.GetComponent <ISkillFactorySelector>(); ISkillFactory skillFactory = _skillFactorySelector.SelectFactory(AvailableCharacters.Ruyo); //Using the provided skill factory, generate the skills for the character. IGetTransform playerTransform = this; IGetTransform shotSpawnerTransform = _launcher; //Create and assign the skills to the skills manager and save them temporarily for the //skillBarManager. IDictionary <SkillType, Sprite> skillsIcons = new Dictionary <SkillType, Sprite>(); //Basic skill: ISkill newSkill = skillFactory.CreateSkill(SkillType.Basic, ref shotSpawnerTransform, ref playerTransform); newSkill.GameObject.transform.parent = this.gameObject.transform; _skillManager.AddSkill(SkillType.Basic, newSkill); //First active skill: newSkill = skillFactory.CreateSkill(SkillType.First, ref shotSpawnerTransform, ref playerTransform); newSkill.GameObject.transform.parent = this.gameObject.transform; _skillManager.AddSkill(SkillType.First, newSkill); skillsIcons.Add(SkillType.First, newSkill.icon); //Second active skill: newSkill = skillFactory.CreateSkill(SkillType.Second, ref shotSpawnerTransform, ref playerTransform); newSkill.GameObject.transform.parent = this.gameObject.transform; _skillManager.AddSkill(SkillType.Second, newSkill); skillsIcons.Add(SkillType.Second, newSkill.icon); //Third active skill: newSkill = skillFactory.CreateSkill(SkillType.Third, ref shotSpawnerTransform, ref playerTransform); newSkill.GameObject.transform.parent = this.gameObject.transform; _skillManager.AddSkill(SkillType.Third, newSkill); skillsIcons.Add(SkillType.Third, newSkill.icon); //Initialize the skillBarManager skill icons. SkillsBarManager skillBarManager = _myCharacter.CharacterInstance.GetComponentInChildren <SkillsBarManager>(); skillBarManager.InitializeSkillsIcons(skillsIcons); _skillManager.AddObserver(skillBarManager); }
void Awake() { controller = GetComponent <IController2D>(); stateMachine = GetComponent <ITerrainState>(); attack = GetComponent <IAttack>(); dash = GetComponent <IDash>(); jump = GetComponent <IJump>(); move = GetComponent <IMovement>(); timeControll = GetComponent <ITimeControll>(); lockedShooting = false; }
void Awake() { controller = GetComponent <IController2D>(); stateMachine = GetComponent <ITerrainState>(); dash = GetComponent <IDash>(); }
// Start is called before the first frame update void Start() { _controller = GetComponent <Controller2D>(); SetJumpValues(); }
void Awake() { controller = GetComponent <IController2D>(); stateMachine = GetComponent <ITerrainState>(); jump = GetComponent <IJump>(); }
void Awake() { controller = GetComponent <IController2D>(); timeControll = GetComponent <ITimeControll>(); }
void Awake() { controller = GetComponent <IController2D>(); stateMachine = GetComponent <ITerrainState>(); move = GetComponent <IMovement>(); }