void Awake() { m_trans = transform; m_moveDirection = m_trans.forward; m_rigidbodyComponent = GetComponent <Rigidbody>(); m_sphereColliderComponent = GetComponent <SphereCollider>(); m_launchGravityWeaponomponent = GetComponent <LaunchGravityWeapon>(); m_input = Vector2.zero; m_speedMove = Vector2.zero; m_isGrounded = false; m_jump = false; m_jumping = false; m_weaponIsActive = false; m_cameraForward = Vector3.zero; m_MouseRightDown = false; m_isWalking = false; m_isUsingAttractiveForce = false; }
void Awake() { m_trans = transform; m_moveDirection = m_trans.forward; m_rigidbodyComponent = GetComponent<Rigidbody>(); m_sphereColliderComponent = GetComponent<SphereCollider>(); m_launchGravityWeaponomponent = GetComponent<LaunchGravityWeapon>(); m_input = Vector2.zero; m_speedMove = Vector2.zero; m_isGrounded = false; m_jump = false; m_jumping = false; m_weaponIsActive = false; m_cameraForward = Vector3.zero; m_MouseRightDown = false; m_isWalking = false; m_isUsingAttractiveForce = false; }
void Start() { m_launchGravityWeaponComponent = m_player.GetComponent <LaunchGravityWeapon>(); m_playerControllerComponent = m_player.GetComponent <PlayerController>(); m_crosshairMaterial = m_crosshair.GetComponent <MeshRenderer>().material; }
void Start() { m_launchGravityWeaponComponent = m_player.GetComponent<LaunchGravityWeapon>(); m_playerControllerComponent = m_player.GetComponent<PlayerController>(); m_crosshairMaterial = m_crosshair.GetComponent<MeshRenderer>().material; }