public CriticalFlashProcess( IConstArg arg ) : base(arg) { thisFlash = arg.flash; thisFlashCurve = arg.flashCurve; }
public ArrowReserve( IConstArg arg ) : base( arg ) { }
public StaticShootingTargetReserve( IConstArg arg ) : base( arg ) { }
public DestroyedTargetReserve( IConstArg arg ) : base( arg ) { }
public ChangeCameraPivotLATargetWaypointEvent( IConstArg arg ) : base(arg) { thisTargetMBAdaptor = arg.targetMBAdaptor; thisSmoothCoefficient = arg.smoothCoefficient; }
public ShootingProcess( IConstArg arg ) : base(arg) { thisShootingManager = arg.shootingManager; thisFireRate = arg.fireRate; }
public LandedArrowReserve( IConstArg arg ) : base( arg ) { }
public AbsSceneObjectReserve( IConstArg arg ) : base( arg ) { }
public AbsWaypointEvent( IConstArg arg ) { thisEventPoint = arg.eventPoint; thisIsExecuted = false; }
public GenericWaitAndExpireProcess( IConstArg arg ) : base( arg ) { }
public GlidingTargetReserve( IConstArg arg ) : base( arg ) { }
public AbsShootingTarget( IConstArg arg ) : base( arg ) { SetIndex(arg.index); thisTargetData = arg.targetData; thisAdaptor.SetName(thisTargetData.targetType.ToString() + " " + thisIndex.ToString()); thisActivationStateEngine = new ActivationStateEngine(this); thisHealthBellCurve = arg.healthBellCurve; thisHitFlashProcessSuite = new ProcessSuite( thisProcessManager, this, ProcessConstraint.ExpireTime, thisShootingTargetAdaptor.GetFlashProcessTime() ); thisHitAnimationProcessSuite = new ProcessSuite( thisProcessManager, this, ProcessConstraint.ExpireTime, thisShootingTargetAdaptor.GetHitAnimationProcessTime() ); thisSpawnAnimationProcessSuite = new ProcessSuite( thisProcessManager, this, ProcessConstraint.ExpireTime, thisShootingTargetAdaptor.GetSpawnAnimationProcessTime() ); }
public PopUIReserve( IConstArg arg ) : base( arg ) { }
public GameplayRootUIElement( IConstArg arg ) : base( arg ) { }
public StaticTargetSpawnPointGroup( IConstArg arg ) : base( arg ) { }
public ArrowTrailFadeProcess( IConstArg arg ) : base(arg) { thisTrail = arg.arrowTrail; thisInitialAlpha = arg.initialAlpha; }
public AbsShootingTargetSpawnPointGroup( IConstArg arg ) : base( arg ) { }
public GenericUIElementGroup( IConstArg arg ) : base( arg ) { }
public WaypointsFollowerChangeSpeedProcess( IConstArg arg ) : base(arg) { thisFollowProcess = arg.followProcess; thisSpeedCurve = arg.speedCurve; }
public AbsState( IConstArg arg ) { thisArrow = arg.arrow; thisEngine = arg.engine; }
public FlyingTargetWaypoint( IConstArg arg ) : base( arg ) { }
public SmoothLooker( IConstArg arg ) : base(arg) { thisSmoothCoefficient = arg.smoothCoefficient; thisProcessOrder = arg.processOrder; }
public Trajectory( IConstArg arg ) : base(arg) { thisMaxT = arg.maxT; thisResolution = arg.resolution; }
public ScoreManager( IConstArg arg ) : base( arg ) { }
public GameplayUnpauseProcess( IConstArg arg ) : base(arg) { thisGameplayPause = arg.gameplayPause; thisInitialTimeScale = thisGameplayPause.GetTimeScale(); }
public CoreGameplayInputScroller( IConstArg arg ) : base( arg ) { }
public AbsSceneObject( IConstArg arg ) { thisAdaptor = arg.adaptor; thisMonoBehaviourAdaptorManager = thisAdaptor.GetMonoBehaviourAdaptorManager(); }
public ScoreImage( IConstArg arg ) : base( arg ) { }
public SceneObjectPool( IConstArg <T> arg ) : base( arg ) { }
public PopUpButton( IConstArg arg ) : base( arg ) { }