/// <summary> /// Grabs various components and inits stuff /// </summary> public virtual void Setup() { // filler if the WeaponAttachment has not been set if (WeaponAttachment == null) { WeaponAttachment = transform; } if (_animator != null) { _weaponIK = _animator.GetComponent <WeaponIK> (); } // we set the initial weapon if (InitialWeapon != null) { ChangeWeapon(InitialWeapon, null); } _character = gameObject.GetComponentNoAlloc <Character> (); CharacterAnimator = _animator; }
/// <summary> /// Grabs various components and inits stuff /// </summary> public virtual void Setup() { // filler if the WeaponAttachment has not been set if (WeaponAttachment == null) { WeaponAttachment = transform; } if (_animator != null) { _weaponIK = _animator.GetComponent <WeaponIK> (); } // we set the initial weapon if (InitialMeleeWeapon != null && (superPlasmaBladeObtained == false)) { ChangeWeapon(InitialMeleeWeapon, null); } if (superPlasmaBladeObtained == true) { ChangeWeapon(UpgradedPlasmaBlade, null); } _character = gameObject.GetComponentNoAlloc <Character> (); _characterHorizontalMovement = GetComponent <CharacterHorizontalMovement>(); }