// Start is called before the first frame update void Start() { playerBase = GetComponent <PlayerBase>(); supplyManager = GetComponent <PlayerSupplyManager>(); healableFilter.SetLayerMask(healableLayers); pulseRing.localScale = new Vector3(pulseRadius * 2, pulseRadius * 2, 1); mesh = new Mesh(); meshFilter.mesh = mesh; }
// Start is called before the first frame update void Start() { try { equippedGun = GetComponentInChildren <GunBehavior>(); fullAuto = equippedGun.fullAuto; } catch { Debug.Log("No gun found"); Destroy(this); } playerBase = GetComponent <PlayerBase>(); supplyManager = GetComponent <PlayerSupplyManager>(); }
// Start is called before the first frame update void Start() { supplyManager = GetComponent <PlayerSupplyManager>(); playerBase = GetComponent <PlayerBase>(); wallFilter.layerMask = wallLayers; }