public void Init(StateManager st) { states = st; if (rh_weapon.Count > 0) { rightHandWeapon = WeaponToRuntimeWeapon(ResourcesManager.singleton.GetWeapon(rh_weapon [0])); } if (lh_weapon.Count > 0) { leftHandWeapon = WeaponToRuntimeWeapon(ResourcesManager.singleton.GetWeapon(lh_weapon [0]), true); hasLeftHandWeapon = true; } if (rightHandWeapon != null) { EquipWeapon(rightHandWeapon); } if (leftHandWeapon != null) { EquipWeapon(leftHandWeapon, true); } hasLeftHandWeapon = (leftHandWeapon != null); InitAllDamageCollider(st); CloseAllDamageColliders(); ParryCollider pr = parryCollider.GetComponent <ParryCollider> (); pr.InitPlayer(st); CloseParryCollider(); }
public void Start() { P_parry = GetComponent <Parry>(); ParryCollider pr = P_parry.GetComponent <ParryCollider>(); CloseDamageCollider(); }
public void Init(StateManager st) { states = st; UI.QuickSlot.singleton.Init(); LoadInventory(); // Parry Collider Init ParryCollider pr = parryCollider.GetComponent <ParryCollider>(); pr.InitPlayer(states); CloseParryCollider(); CloseBreathCollider(); CloseBlockCollider(); }