// Use this for initialization void Start() { id = gameObject.GetInstanceID(); m_Collider = GetComponent <Collider2D>(); m_Rigidbody = GetComponent <Rigidbody2D>(); m_Animator = GetComponent <Animator>(); m_Character = GetComponent <PlatformerCharacter2D>(); m_CarryableObject = GetComponent <CarryableObject>(); m_LightArea = GetComponent <CharacterLightArea>(); m_DashControl = GetComponent <DashControl>(); m_Health = GetComponent <Health>(); m_Health.RegisterHealthEvent(OnHeathChange); m_DamageHandlers = new Dictionary <Damage.DamageType, DamageHandler>(); foreach (DamageHandler handler in GetComponents <DamageHandler>()) { m_DamageHandlers[handler.Type] = handler; } Physics2D.IgnoreLayerCollision(LayerMask.NameToLayer("Player"), LayerMask.NameToLayer("Hidden"), true); Physics2D.IgnoreLayerCollision(LayerMask.NameToLayer("Default"), LayerMask.NameToLayer("Hidden"), true); //Physics2D.IgnoreLayerCollision(LayerMask.NameToLayer("Hidden"), LayerMask.NameToLayer("Hidden"), true); Light2D.RegisterEventListener(LightEventListenerType.OnStay, OnLightStay); Light2D.RegisterEventListener(LightEventListenerType.OnEnter, OnLightEnter); Light2D.RegisterEventListener(LightEventListenerType.OnExit, OnLightExit); m_OriginGravityScale = m_Rigidbody.gravityScale; StartCoroutine(Recharge(m_DashChargeRate)); }
// Use this for initialization void Start() { m_Character = GetComponent <DreammancerCharacter>(); m_LightArea = GetComponent <CharacterLightArea>(); m_ColorList = new ColorList(colors); m_ColorList.Cursor = m_StartLightIndex; m_LightArea.SwitchLightColor(m_ColorList.SelectedColor); }