protected override void OnModelCreating(DbModelBuilder modelBuilder) { BookMap.Map(modelBuilder.Entity <Book>()); AuthorMap.Map(modelBuilder.Entity <Author>()); GenreMap.Map(modelBuilder.Entity <Genre>()); StatusMap.Map(modelBuilder.Entity <Status>()); }
protected override void OnModelCreating(DbModelBuilder modelBuilder) { AccountMap.Map(modelBuilder.Entity <Account>()); PermissionMap.Map(modelBuilder.Entity <Permission>()); ObjectiveMap.Map(modelBuilder.Entity <Objective>()); StatusMap.Map(modelBuilder.Entity <Status>()); }
// LifeCycle Methods void Start() { status = StatusMap.playing; score = new GameSystem.Score(new GameSystem.Points.Distance(new Vector3(0, 0, 0), playerObject.transform)); player = new Player.Base(playerObject.transform, playerObject.GetComponent <Rigidbody>()); failController = new Failing.Controller(player, -100f); GameSystem.Score.GetHighest5(); }
/* * Unity Events */ void Awake() { nearbyUnits = new Neighbours <Steering, Steering>(GetComponent <Steering>()); nearbyBuildings = new Neighbours <Unit, Building>(this); statusMap = new StatusMap(this); actionMap = new ActionMap(this); actionMap.add(0, new Ability(fireAbility, 0.1f)); }
void Retry() { Destroy(gameOverCanvas.obj); GameSystem.Scene.BuildWithLoadScene(GameSystem.Scene.ScenesMap.Main); player = new Player.Base(playerObject.transform, playerObject.GetComponent <Rigidbody>()); score = new GameSystem.Score(new GameSystem.Points.Distance(new Vector3(0, 0, 0), playerObject.transform)); failController = new Failing.Controller(player, -100f); status = StatusMap.playing; }
void Awake() { statusMap = new StatusMap(this); actionMap = new ActionMap(this); actionMap.add(ECHO, new Ability(0.5f)); actionMap.add(ATTACK, new Ability(0.2f)); rb = GetComponent <Rigidbody2D>(); respawnPoint = transform.position; gun = transform.FindChild("gun"); playerAudio = GetComponent <AudioSource>(); gunAudio = gun.GetComponent <AudioSource>(); }
private void Use() { _cooldown = _maxCooldown; if (_castTime == 0f) { AbilityEffect(); } else { _animTime = _castTime; StatusMap statusMap = _owner.GetComponent <StatusMap>(); if (statusMap != null) { statusMap.Add(new Status(State.ANIMATION), _castTime); } } }
public void GameOver() { status = StatusMap.overed; score.SavaToHistories(); gameOverCanvas = new GameOverCanvas(Instantiate(GameOverCanvas.GetPrefab()), Retry); }