/// <summary> /// On Start we grab our components /// </summary> protected override void Initialization() { base.Initialization(); _characterJump = this.gameObject.MMGetComponentNoAlloc <CharacterJump>(); _characterWallJump = this.gameObject.MMGetComponentNoAlloc <CharacterWalljump>(); _characterSwim = this.gameObject.MMGetComponentNoAlloc <CharacterSwim>(); }
/// <summary> /// On Start we grab our components /// </summary> protected override void Initialization() { base.Initialization(); _characterJump = _character?.FindAbility <CharacterJump>(); _characterWallJump = _character?.FindAbility <CharacterWalljump>(); _characterSwim = _character?.FindAbility <CharacterSwim>(); }
/// <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; }
/// <summary> /// On init we grab our components and set them if needed, set our initial direction and run state /// </summary> protected override void Initialization() { base.Initialization(); if (AutoSetup) { _characterHorizontalMovement.ReadInput = false; } switch (InitialDirection) { case InitialDirections.Left: _currentDirection = -1f; break; case InitialDirections.Right: _currentDirection = 1f; break; case InitialDirections.None: _currentDirection = 0f; break; } _characterRun = _character?.FindAbility <CharacterRun>(); if (_characterRun != null) { if (AutoSetup) { _characterRun.ReadInput = false; } if (RunningOnStart) { _running = true; _characterRun.ForceRun(true); } } _characterWallJump = _character?.FindAbility <CharacterWalljump>(); if (_characterWallJump != null) { _characterWallJump.OnWallJump += OnWallJump; } _drivenInput = InitialInput; }