/// Override this to describe what happens when the object gets picked /// </summary> protected override void Pick() { base.Pick(); _walljump = _collider.GetComponent <LucyWallJump> (); _wallcling = _collider.GetComponent <LucyWallClinging> (); _sprite = gameObject.GetComponent <SpriteRenderer> (); characterInventory = _collider.GetComponent <CharacterInventory>(); _characterPause = _collider.GetComponent <CharacterPause>(); _wallcling.AbilityPermitted = true; _walljump.AbilityPermitted = true; _sprite.enabled = false; //if we haven't already obtained it if (!GameManager.Instance.WallJumpBootsObtained) { if (!GameManager.Instance.DebugMode) { RunSplashScreen(); } GameManager.Instance.WallJumpBootsObtained = true; RetroAdventureProgressManager.Instance.SaveProgress(); } }
protected override void Setup() { base.Setup(); _animator = GetComponent <Animator>(); _characterHandleEMP = GetComponent <CharacterHandleEMP>(); _lucyHealth = GetComponent <LucyHealth>(); _magnetEffect = GetComponent <LucyMagnet>(); _characterHandleMelee = GetComponent <CharacterHandleMelee>(); _walljump = GetComponent <LucyWallJump>(); _wallcling = GetComponent <LucyWallClinging>(); _lucyFlamethrower = GetComponent <LucyFlamethrower>(); _characterRun = GetComponent <CharacterRun>(); _plasmaRainbow = GetComponent <_2dxFX_PlasmaRainbow>(); PowerNodesCollected = 0; StartCoroutine(AddItemsToInventory()); StartCoroutine(GetTheRightSuitOn()); }