//------------------------------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------------------------------- private void Awake() { if (OnFiring == null) { OnFiring = new Firing(); } }
public void Update() { if (CurrentGameState == GameState.Playing) { Handling.Update(); Firing.Update(); //Jumping.Update(); if (Destroyer.DestroyNeeded()) { BlowUpVehicle(); } } }
public override void Compose(List <State> states) { base.Compose(states); this.Idle.StateMachine = this; Idle.BeginFiring = new StateTransition("BeginFiring", Idle, Firing); Idle.OnReload = new StateTransition("OnReload", Idle, Reloading); Idle.OnEmpty = new StateTransition("OnEmpty", Idle, Empty); Idle.AddTrigger(BeginFiring, Idle.BeginFiring); Idle.AddTrigger(OnReload, Idle.OnReload); Idle.AddTrigger(OnEmpty, Idle.OnEmpty); states.Add(Idle); this.Firing.StateMachine = this; Firing.EndFiring = new StateTransition("EndFiring", Firing, Idle); Firing.AddTrigger(EndFiring, Firing.EndFiring); states.Add(Firing); this.Reloading.StateMachine = this; Reloading.FinishedReloading = new StateTransition("FinishedReloading", Reloading, Idle); Reloading.AddTrigger(FinishedReloading, Reloading.FinishedReloading); states.Add(Reloading); this.Empty.StateMachine = this; Empty.OnReload = new StateTransition("OnReload", Empty, Reloading); Empty.AddTrigger(OnReload, Empty.OnReload); states.Add(Empty); }
private void Awake() { Instance = this; }
void Start () { gun = GetComponentInParent<Firing>(); }
void Start() { trigger = GetComponent <Collider>(); firing = GetComponent <Firing>(); audio = GetComponent <AudioSource>(); }
public void Shoot() { Firing?.Invoke(this, EventArgs.Empty); Bang?.Invoke(this); Fired?.Invoke(this, new FiredArgs("Bang!")); }
void Start() { firing = GameObject.FindGameObjectWithTag("Player").GetComponent <Firing>(); }