public LietoResurrect(DetectCheckpoint detectCheckpoint, CharacterMotor motor, CameraFollow follow, LietoResurrectSignal resurrectSignal, Life life, Switch _switch, BossFightStartSignal bossStartSignal) : base(resurrectSignal, motor, life) { _detectCheckpoint = detectCheckpoint; _cameraFollow = follow; _life = life; this._switch = _switch; _bossStartSignal = bossStartSignal; }
public override void Initialize() { base.Initialize(); _detectCheckpoint.OnDetect += (other) => { _ressurectPosition = other.transform.localPosition; }; _bossStartSignal += () => { _ressurectPosition = _motor.Position; }; }
public void Initialize() { _stateMachine.AddState(State.NonAct); _stateMachine.AddState(State.Waiting); _stateMachine.AddState(State.Idle, enterIdle, null, leaveIdle); _stateMachine.AddState(State.Attacking, enterAttack, null, leaveAttack); _stateMachine.CurrentState = State.NonAct; _bossFightStartSignal += bossFightStart; _resurrectSignal += onResurrect; _deathSignal += onDeath; _life.OnDead += onDead; UnityEngine.Random.InitState(9999); }