void Awake() { Application.targetFrameRate = 60; instance = this; Input.multiTouchEnabled = false; canvas = GetComponent <Canvas>(); }
public override void Init(BehaviourSettings _cameraSettings, Camera _camera, CM_CameraBehaviour.FollowVectorType _fAxis) { base.Init(_cameraSettings, _camera, _fAxis); debugColor = Color.green; OnUpdateBehaviour += FollowTarget; OnUpdateBehaviour += LookAtTarget; }
public MealyMachine(GameObject self, BehaviourSettings settings, EnemyController enemyController) { this.selfTransform = self.transform; this.self = self; brain = createBrainOfType(brainType); this.settings = settings; this.initialMoveSpeed = settings.moveSpeed; this.enemyController = enemyController; }
public virtual void Init(BehaviourSettings _cameraSettings, Camera _camera, CM_CameraBehaviour.FollowVectorType _fAxis) { if (!_camera) { return; } camera = _camera; cameraSettings = _cameraSettings; cameraTransform = _camera.transform; fAxis = _fAxis; }
public override void Initialize(BehaviourTrigger OnTriggerCallback, int playerID, BehaviourWeight settings, WeaponBehaviour.WeaponStats stats) { base.Initialize(OnTriggerCallback, playerID, settings, stats); width = BehaviourSettings.LerpWeight(); Activate(); }
public override void Init(BehaviourSettings _cameraSettings, Camera _camera, FollowVectorType _fAxis) { base.Init(_cameraSettings, _camera, _fAxis); OnUpdateBehaviour += LookAtTarget; OnUpdateBehaviour += RotateAround; }
// Start is called before the first frame update public override void Init(BehaviourSettings _cameraSettings, Camera _camera, FollowVectorType _fAxis) { base.Init(_cameraSettings, _camera, _fAxis); OnUpdateBehaviour += CameraShake; }