void Start() { rb = GetComponent <Rigidbody2D>(); state = GetComponent <Player_State>(); animator = GetComponent <Player_Animator>(); timers = GetComponent <Player_Timers>(); attributes = state.attributes; speedManager = GetComponent <Speed_Manager>(); velocity = speedManager.velocity; onGround = state.onGround; onWall = state.onWall; onSlope = state.onSlope; onQuicksand = state.onQuicksand; airborne = state.airborne; control = state.control; pivoting = state.pivoting; dashing = state.dashing; sprinting = state.sprinting; input = state.input; sign = state.sign; prevSign = state.prevSign; pivotSign = state.pivotSign; pivotTimer = timers.pivotTimer; momentumTimer = timers.momentumTimer; moveSpeed = attributes.moveSpeed; momentumFactor = attributes.momentumFactor; pivotTime = attributes.pivotTime; momentumTime = attributes.momentumTime; rb.drag = attributes.rbDrag; rb.mass = attributes.rbMass; gravity = attributes.gravity; }
void Start() { state = GetComponent <Player_State>(); animator = GetComponent <Player_Animator>(); timers = GetComponent <Player_Timers>(); attributes = state.attributes; speedManager = GetComponent <Speed_Manager>(); velocity = speedManager.velocity; jumpCount = state.jumpCount; onGround = state.onGround; onWall = state.onWall; control = state.control; wantToJump = state.wantToJump; wallSliding = state.wallSliding; wallClimbing = state.wallClimbing; wallJumping = state.wallJumping; stunned = state.stunned; sign = state.sign; wallSign = state.wallSign; jumpBufferTimer = timers.jumpBufferTimer; wallStickTimer = timers.wallStickTimer; wallClimbTimer = timers.wallClimbTimer; wallClimbCooldownTimer = timers.wallClimbCooldownTimer; wallJumpTimer = timers.wallJumpTimer; wallJumpCooldownTimer = timers.wallJumpCooldownTimer; moveSpeed = attributes.moveSpeed; wallSlideSpeed = attributes.wallSlideSpeed; wallClimbVel = attributes.wallClimbVel; wallJumpVel = attributes.wallJumpVel; wallStickCooldown = attributes.wallStickCooldown; wallClimbCooldown = attributes.wallClimbCooldown; wallClimbTime = attributes.wallClimbTime; wallJumpCooldown = attributes.wallJumpCooldown; wallJumpTime = attributes.wallJumpTime; }
void Start() { state = GetComponent <Player_State>(); animator = GetComponent <Player_Animator>(); timers = GetComponent <Player_Timers>(); attributes = state.attributes; speedManager = GetComponent <Speed_Manager>(); leftWallCheck = gameObject.transform.GetChild(2).gameObject.GetComponent <WallCheck>(); rightWallCheck = gameObject.transform.GetChild(3).gameObject.GetComponent <WallCheck>(); velocity = speedManager.velocity; onWall = state.onWall; control = state.control; dashing = state.dashing; dashReady = state.dashReady; dashAttacking = state.dashAttacking; stunned = state.stunned; input = state.input; dashDir = state.dashDir; dash = state.dash; dashCooldownTimer = timers.dashCooldownTimer; dashAttackTimer = timers.dashCooldownTimer; dashTimer = timers.dashTimer; momentumTimer = timers.momentumTimer; moveSpeed = attributes.moveSpeed; dashSpeed = attributes.dashSpeed; dashCooldownTime = attributes.dashCooldownTime; dashTime = attributes.dashTime; dashAttackTime = attributes.dashAttackTime; momentumTime = attributes.momentumTime; collisionMask = attributes.collisionMask; }
void Start() { rb = GetComponent <Rigidbody2D>(); state = GetComponent <Player_State>(); animator = GetComponent <Player_Animator>(); timers = GetComponent <Player_Timers>(); attributes = state.attributes; wallActions = GetComponent <Player_Wall_Actions>(); pJump = GetComponent <Player_Jump>(); pDash = GetComponent <Player_Dash>(); pDive = GetComponent <Player_Dive>(); pCol = GetComponent <Player_Collisions>(); pAttack = GetComponent <Player_Attack>(); move = GetComponent <Player_Move>(); playerManager = GetComponent <PlayerManager>(); rb.drag = 0.5f; rb.mass = 1.5f; ReceiveValues(); moveSpeed = attributes.moveSpeed; jumpVelocity = attributes.jumpVelocity; maxDescendAngle = attributes.maxDescendAngle; dashSpeed = attributes.dashSpeed; momentumFactor = attributes.momentumFactor; wallSlideSpeed = attributes.wallSlideSpeed; pivotTime = attributes.pivotTime; diveAttackTime = attributes.diveAttackTime; momentumTime = attributes.momentumTime; wallStickCooldown = attributes.wallStickCooldown; terminalVel = new Vector2(dashSpeed / 2.0f, dashSpeed / 2.5f); airTerminalVel = new Vector2(dashSpeed / 3.0f, dashSpeed); slopeCollisionMask = attributes.slopeCollisionMask; gravity = attributes.gravity; }
void Start() { pc = GetComponent <Player_Con>(); animator = GetComponent <Player_Animator>(); timers = GetComponent <Player_Timers>(); pDash = GetComponent <Player_Dash>(); pJump = GetComponent <Player_Jump>(); pDive = GetComponent <Player_Dive>(); pCol = GetComponent <Player_Collisions>(); pAttack = GetComponent <Player_Attack>(); wallActions = GetComponent <Player_Wall_Actions>(); speedManager = GetComponent <Speed_Manager>(); ReceiveValues(); jumpTime = attributes.jumpTime; displacementTime = attributes.displacementTime; pivotTime = attributes.pivotTime; momentumTime = attributes.momentumTime; wallStickCooldown = attributes.wallStickCooldown; jumpCount = 2; sign = 0.0f; prevSign = 1.0f; wallSign = 0.0f; jumpDirX = 0.0f; enemyColSign = 0.0f; control = true; airborne = true; //Lines below for testing purposes dive = true; dash = true; doubleJump = true; }
void Start() { ren = GetComponent <SpriteRenderer>(); animator = GetComponent <Animator>(); state = GetComponent <Player_State>(); timers = GetComponent <Player_Timers>(); manager = GetComponent <PlayerManager>(); }
void Start() { Player = gameObject.transform.parent.gameObject; state = Player.GetComponent <Player_State>(); timers = Player.GetComponent <Player_Timers>(); attributes = state.attributes; collisions = Player.GetComponent <Player_Collisions>(); attacking = false; }
// Start is called before the first frame update void Start() { pc = GameObject.Find("Player"); speedManager = pc.GetComponent <Speed_Manager>(); state = pc.GetComponent <Player_State>(); animator = pc.GetComponent <Player_Animator>(); timers = pc.GetComponent <Player_Timers>(); playerManager = pc.GetComponent <PlayerManager>(); attributes = state.attributes; }
void Start() { state = GetComponent <Player_State>(); animator = GetComponent <Player_Animator>(); timers = GetComponent <Player_Timers>(); attributes = state.attributes; knockbackSpeed = attributes.knockbackSpeed; stunTime = attributes.stunTime; immuneTime = attributes.immuneTime; }
void Start() { state = GetComponent <Player_State>(); animator = GetComponent <Player_Animator>(); timers = GetComponent <Player_Timers>(); attributes = state.attributes; leftWallCheck = gameObject.transform.GetChild(2).gameObject.GetComponent <WallCheck>(); rightWallCheck = gameObject.transform.GetChild(3).gameObject.GetComponent <WallCheck>(); ReceiveValues(); attackTime = attributes.attackTime; }
void Start() { state = GetComponent <Player_State>(); animator = GetComponent <Player_Animator>(); timers = GetComponent <Player_Timers>(); attributes = state.attributes; groundCheck = gameObject.transform.GetChild(1).gameObject.GetComponent <GroundCheck>(); ReceiveValues(); moveSpeed = attributes.moveSpeed; jumpVelocity = attributes.jumpVelocity; diveSpeed = attributes.diveSpeed; landingTime = attributes.landingTime; diveAttackTime = attributes.diveAttackTime; diveCollisionMask = attributes.diveCollisionMask; }
// Start is called before the first frame update void Start() { player = GameObject.Find("Player"); speedManager = player.GetComponent <Speed_Manager>(); state = player.GetComponent <Player_State>(); animator = player.GetComponent <Player_Animator>(); timers = player.GetComponent <Player_Timers>(); attributes = state.attributes; deathTime = attributes.deathTime; if (instance == null) { instance = this; } else { Destroy(this.gameObject); } }
void Start() { state = GetComponent <Player_State>(); animator = GetComponent <Player_Animator>(); timers = GetComponent <Player_Timers>(); attributes = state.attributes; jumpCount = state.jumpCount; onGround = state.onGround; onQuicksand = state.onQuicksand; onWall = state.onWall; airborne = state.airborne; control = state.control; wantToJump = state.wantToJump; jumping = state.jumping; doubleJumping = state.doubleJumping; displacementTimer = timers.displacementTimer; jumpBufferTimer = timers.jumpBufferTimer; jumpTimer = timers.jumpTimer; jumpBufferTime = attributes.jumpBufferTime; jumpTime = attributes.jumpTime; }