void Awake() { id = s_Random.Next(); m_Hp = GetComponent <PropertyHP>(); m_Hp.hp = hpMax; m_Hp.postDead = Die; // life state { hitDisabled.postChanged += (_counter, _val) => { if (_counter == 0) { damageDetector.enabled = true; } else if (_counter.old == 0) { damageDetector.enabled = false; } }; } // components m_NetworkAnimator = GetComponent <NetworkAnimator>(); m_InterpolatePosition = gameObject.AddComponent <InterpolatePosition>(); m_AnimationEventor.postThrowAway += ListenAnimationEventThrowAway; // detector crateDetector.doObtain = Obtain; damageDetector.doDamage = Hit; terrainDetector.postDetect = (Collision) => { floating = false; terrainDetector.gameObject.SetActive(false); }; }
void Awake() { id = s_Random.Next(); m_Hp = GetComponent<PropertyHP>(); m_Hp.hp = hpMax; m_Hp.postDead = Die; // life state { hitDisabled.postChanged += (_counter, _val) => { if (_counter == 0) damageDetector.enabled = true; else if (_counter.old == 0) damageDetector.enabled = false; }; } // components m_NetworkAnimator = GetComponent<NetworkAnimator>(); m_InterpolatePosition = gameObject.AddComponent<InterpolatePosition>(); m_AnimationEventor.postThrowAway += ListenAnimationEventThrowAway; // detector crateDetector.doObtain = Obtain; damageDetector.doDamage = Hit; terrainDetector.postDetect = (Collision) => { floating = false; terrainDetector.gameObject.SetActive(false); }; }