protected override void Awake() { base.Awake(); m_missionManager = new MissionManager(); m_motor = this.gameObject.AddComponent <Motor_NPC>(); m_overWorldState = new State_CharacterOverworld(m_motor); m_stateMachine.SetCurrentState(m_overWorldState); }
protected override void Awake() { base.Awake(); m_inventory = new Inventory(); m_missionManager = new MissionManager(); //make sure the player has a motor if (m_motor == null) { m_motor = this.GetComponent <Motor_Player>(); if (m_motor == null) { m_motor = this.gameObject.AddComponent <Motor_Player>(); } } m_health = this.GetComponent <Health>(); //set the inital state m_overWorldState = new State_CharacterOverworld(m_motor); m_stateMachine.SetCurrentState(m_overWorldState); }