PlayerScript.Awake C# (CSharp) Méthode

Awake() public méthode

public Awake ( ) : void
Résultat void
    public void Awake() 
	{
        DontDestroyOnLoad(gameObject);

		warningSpheres = new List<GameObject>();

        controller = GetComponent<CharacterController>();
        characterAnimation = transform.Find("Animated Mesh Fixed").GetComponent<Animation>();
        characterAnimation.Play("idle");
	    textBubble = gameObject.FindChild("TextBubble");
        textBubble.GetComponent<Renderer>().material.color = new Color(1, 1, 1, 0);

	    characterAnimation["run"].speed = 1.25f;
        characterAnimation["backward"].speed = 1.75f;
        characterAnimation["strafeLeft"].speed = 1.5f;
        characterAnimation["strafeRight"].speed = 1.5f;

        foreach (var r in GetComponentsInChildren<Renderer>())
        {
            if (!r.material.HasProperty("_Color")) continue;
            if (r.gameObject.name == "TextBubble") continue;
            if (r.gameObject.name == "flag_flag001") continue;
            r.tag = "PlayerMaterial";
        }

        EnemiesTargetingUs = new EnemiesTargetingUs();
        EnemiesTargetingUs.OnStartedBeingLockedOnByEnemy += ReceiveStartedBeingLockedOnBy;
        EnemiesTargetingUs.OnStoppedBeingLockedOnByEnemy += ReceiveStoppedBeingLockedOnBy;

        OtherPlayerVisibilityLayerMask =
            (1 << LayerMask.NameToLayer("Player")) | (1 << LayerMask.NameToLayer("Default"));

        if (uLink.Network.isServer)
        {
            // Averaging slowly from this value, so start somewhere sensible
            LastNetworkFrameTakeTime = Relay.DesiredTimeBetweenNetworkSends;
            RecentWorstNetworkTakeTime = Relay.DesiredTimeBetweenNetworkSends;
        }
        FootstepThrottler = new Throttler<Action>
        {
            MinimumTimeBetweenItems = 0.17f
        };
	}