// Use this for initialization void Start() { m_RigidBody = GetComponent <Rigidbody>(); m_Gravity = GetComponent <StickToPlanet>(); controls = GetComponent <Controls>(); m_PlayerStats = GetComponent <PlayerStats>(); }
// Use this for initialization void Start() { m_RigidBody = GetComponent <Rigidbody>(); m_PlayerStats = GetComponent <PlayerStats>(); m_Controls = GetComponent <Controls>(); m_Shoot = GetComponent <Shoot>(); m_Gravity = GetComponent <StickToPlanet>(); m_Move = GetComponent <PlayerMoveOnPlanet>(); //m_Animator = GetComponentInChildren<Animator>(); }
private void Awake() { m_Rigidbody = GetComponent <Rigidbody>(); m_particleManager = Instantiate <GameObject>(m_particleManager); m_bulletParticles = m_particleManager.GetComponent <BulletParticles>(); m_bulletParticles.transform.position = transform.position; m_bulletParticles.velocity = -GetComponent <Rigidbody>().velocity / 5; m_bulletParticles.random = -m_bulletParticles.velocity.normalized; m_rigidbody = GetComponent <Rigidbody>(); m_StickToPlanet = GetComponent <StickToPlanet>(); m_Gravity = GetComponent <StickToPlanet>(); }
// Use this for initialization void Start() { //set all of the needed scripts m_RigidBody = GetComponent <Rigidbody>(); m_Gravity = GetComponent <StickToPlanet>(); m_PlayerStats = GetComponent <PlayerStats>(); m_Rend = GetComponent <Renderer>(); m_controls = GetComponent <Controls>(); l_boosts = 0; //Set player colour for boost reset. m_startCooldown = false; //Get the boost big hit collider [cam] m_BoostCollider = GetComponentInParent <Unique>().GetComponentInChildren <BoostCollider>(); m_BoostCollider.PlayerLink(m_PlayerStats); }
// Use this for initialization void Start() { playerStats = GetComponent <PlayerStats>(); m_Gravity = GetComponent <StickToPlanet>(); m_RigidBody = GetComponent <Rigidbody>(); //m_Animator = GetComponentInChildren<Animator>(); movementStates.AttachDefaultState(playerStats.PlayerDriftStateString, driftState); movementStates.AttachState(playerStats.PlayerJumpStateString, jumpState); movementStates.AttachState(playerStats.PlayerOnPlanetStateString, onPlanetState); movementStates.AttachState(playerStats.PlayerBoostActiveString, boostActiveState); movementStates.AttachState(playerStats.PlayerBoostChargeString, boostChargeState); movementStates.AttachState(playerStats.PlayerBigHitState, bigHitState); movementStates.AttachState(playerStats.PlayerRespawnState, respawnState); stunTimer = 3f; movementStates.enabled = false; }
private void Awake() { _stickToPlanet = Target.gameObject.GetComponent <StickToPlanet>(); // disable hieracy transform, use local transform transform.SetParent(transform.parent.transform, false); }
void OnEnable() { stickObject = (StickToPlanet)target; }