private void Start() { rb = GetComponent <Rigidbody>(); ragdollController = GetComponent <Player_RagdollController>(); hud = GetComponent <Player_Hud>(); config = GetComponent <Player_Config>(); }
private void Start() { //movement controller controllerWalker = GetComponent <AdvancedWalkerController>(); controllerAnimation = GetComponent <Player_AnimationController>(); controllerRagdoll = GetComponent <Player_RagdollController>(); config = GetComponent <Player_Config>(); hud = GetComponent <Player_Hud>(); playerHealth = GetComponent <Player_Health>(); lineRenderGrab = gameObject.GetComponent <LineRenderer>(); lineRenderGrab.SetPositions(new Vector3[] { Vector3.zero, Vector3.zero }); lineRenderGrab.startColor = Color.white; lineRenderGrab.endColor = Color.white; lineRenderGrab.startWidth = 0.002f; lineRenderGrab.endWidth = 0.002f; //stamina config.runStamina = config.staminaLevel; //hud StartCoroutine("UpdateHUD"); }
private void Start() { itemList = new List <IItem>(); hud = GetComponent <Player_Hud>(); fightingController = GetComponent <Player_FightingController>(); }
//make item pool //when pickup batterys, disable them over pun //when drop, enable and teleport them in front of you //the pool should only have as many items as there are in a scene private void Start() { config = GetComponent <Player_Config>(); hud = GetComponent <Player_Hud>(); inventory = GetComponent <Player_Inventory>(); }
private void Start() { hud = GetComponent <Player_Hud>(); config = GetComponent <Player_Config>(); }