// Use this for initialization void Start() { powerBar = GetComponentInChildren<PowerBar> (); rb2D = GetComponent<Rigidbody2D> (); animator = GetComponent<Animator> (); mouseAim = GetComponentInChildren<MouseAim> (); isGrounded = true; direction = true; }
// Use this for initialization void Start() { powerBar = GetComponentInChildren<PowerBar> (); rb2D = GetComponent<Rigidbody2D> (); animator = GetComponent<Animator> (); mouseAim = GetComponentInChildren<MouseAim> (); grapple = GetComponentInChildren<GrappleController>(); isGrounded = true; direction = (transform.localScale.x == 1); }
private void Start() { _inputStates = new Queue <Input.State>(); _cameraMouseAim = UnityEngine.Camera.main.GetComponent <MouseAim>(); _cameraAimPoint = UnityEngine.Camera.main.GetComponent <AimPoint>(); _characterInput = GetComponent <InputManager>(); _characterMovement = GetComponent <Movement>(); _characterRotation = GetComponent <Rotation>(); }
void Start() { mouseAim = GameObject.Find("Main Camera").GetComponent <MouseAim>(); }
private void Start() { pw = GetComponent <PlayerWeapon>(); ma = GetComponent <MouseAim>(); pm = GetComponent <PlayerMovement>(); }