private void Awake() { rpgCharacterMovementController = GetComponent <RPGCharacterMovementController>(); rpgCharacterWeaponController = GetComponent <RPGCharacterWeaponController>(); rpgCharacterInputController = GetComponent <RPGCharacterInputController>(); animator = GetComponentInChildren <Animator>(); if (animator == null) { Debug.LogError("ERROR: There is no animator for character."); Destroy(this); } //Find HeadLookController if applied. headLookController = GetComponent <PerfectLookAt.PerfectLookAt>(); ikHands = GetComponent <IKHands>(); //Set for starting Relax state. weapon = Weapon.RELAX; animator.SetInteger("Weapon", -1); animator.SetInteger("WeaponSwitch", -1); StartCoroutine(_ResetIdleTimer()); //Turn off headlook in editor. #if UNITY_EDITOR headLook = false; #endif isHeadlook = headLook; }
private void Awake() { animator = GetComponent <Animator>(); rpgCharacterWeaponController = GetComponent <RPGCharacterWeaponController>(); }
private void Awake() { rpgCharacterController = GetComponent <RPGCharacterController>(); rpgCharacterMovementController = GetComponent <RPGCharacterMovementController>(); rpgCharacterWeaponController = GetComponent <RPGCharacterWeaponController>(); }