public virtual void Init(Vector3 position, Vector2 velocity) { m_PhysicsUpdate = GetComponent <PhysicsUpdate>(); m_PhysicsUpdate.RegisterVelocity("Thrown", new VelocityAttribute(false, true, true, false, m_BeThrownReduceRate)); transform.position = position; m_PhysicsUpdate.AddVelocity("Thrown", velocity); }
// Use this for initialization void Awake() { if (!m_IsDecorate) { m_PhysicsUpdate = GetComponent <PhysicsUpdate>(); } }
void Awake() { fsm = new FSMSystem(); fsm.AddState(new MoveState()); fsm.AddState(new JumpState()); fsm.AddState(new DashState()); fsm.AddState(new SlideState()); physics = new PhysicsUpdate(this); sprite = new SpriteUpdate(this); PosChangeEvent += Camera.main.GetComponent <SceneManager>().CameraFollow; PosChangeEvent += Camera.main.GetComponent <SceneManager>().ArchivePosChange; }
void Awake() { m_Animator = GetComponent <Animator>(); m_Rigidbody2D = GetComponent <Rigidbody2D>(); m_BoxCollider2D = GetComponent <BoxCollider2D>(); m_PhysicsUpdate = GetComponent <PhysicsUpdate>(); m_BoomLaunchController = GetComponent <LaunchController>(); if (GameManager.Instance.Player1Transform == transform) { m_OtherPlayerController = GameManager.Instance.Player2Transform.GetComponent <PlayerController>(); } else { m_OtherPlayerController = GameManager.Instance.Player1Transform.GetComponent <PlayerController>(); } m_Model = transform.Find("Model"); }
void Awake() { m_PhysicsUpdate = GetComponent <PhysicsUpdate>(); }
void Awake() { m_PhysicsUpdate = GetComponent <PhysicsUpdate>(); m_Rigidbody2D = GetComponent <Rigidbody2D>(); }