/// <summary> /// On Start() we reset our number of jumps /// </summary> protected override void Initialization() { base.Initialization(); ResetNumberOfJumps(); _characterWallJump = GetComponent <CharacterWalljump>(); _characterCrouch = GetComponent <CharacterCrouch>(); _characterButtonActivation = GetComponent <CharacterButtonActivation>(); _characterHorizontalMovement = GetComponent <CharacterHorizontalMovement> (); _characterLadder = GetComponent <CharacterLadder>(); }
/// <summary> /// On Start() we reset our number of jumps /// </summary> protected override void Initialization() { base.Initialization(); ResetNumberOfJumps(); _characterWallJump = GetComponent <CharacterWalljump>(); _characterCrouch = GetComponent <CharacterCrouch>(); _characterButtonActivation = GetComponent <CharacterButtonActivation>(); _characterLadder = GetComponent <CharacterLadder>(); _initialNumberOfJumps = NumberOfJumps; CanJumpStop = true; }
/// <summary> /// On Start() we reset our number of jumps /// </summary> protected override void Initialization() { base.Initialization(); ResetNumberOfJumps(); _characterWallJump = _character?.FindAbility <CharacterWalljump>(); _characterCrouch = _character?.FindAbility <CharacterCrouch>(); _characterButtonActivation = _character?.FindAbility <CharacterButtonActivation>(); _characterLadder = _character?.FindAbility <CharacterLadder>(); _initialNumberOfJumps = NumberOfJumps; CanJumpStop = true; }