void Awake() { if (Instance == null) { Instance = this; DontDestroyOnLoad(gameObject); SetDefaultBindings(); } }
private void addTestInputManagerStep() { AddStep("Add InputManager", () => { testInputManager = new TestInputManager(); Add(testInputManager); state = testInputManager.CurrentState; mouse = state.Mouse.Buttons; keyboard = state.Keyboard.Keys; joystick = state.Joystick.Buttons; }); }
protected override void Initialize() { // hookataan input manageri että ei tarvi joka pelissä erikseen :) gameStateManager = new GameStateManager(this); InputManager inputManager = new InputManager(this); InputManager = new TestInputManager(this); Components.Add(InputManager); Components.Add(inputManager); Components.Add(gameStateManager); base.Initialize(); }
void Start() { SetCharacterStatus(); //uiManager = GameObject.FindWithTag("UIManager").GetComponent<UIManager>(); animator = GetComponent <Animator> (); this.CharAudio = this.gameObject.GetComponent <AudioSource> (); state = CharacterState.Idle; rigdbody = GetComponent <Rigidbody> (); enermy = GameObject.FindGameObjectsWithTag("Enermy"); testinput = GameObject.Find("TestInputManager").GetComponent <TestInputManager> (); charDir = true; JumpMove = false; weapon = this.gameObject.GetComponentInChildren <CharWeapon> (); CharAudio.volume = 0.3f; jumpPower = 10; comboCount = 0; SetClassObject(); //StartCoroutine (MoveSoundCol ()); }