private void Awake() { playerPresenter = GetComponent<PlayerPresenter>(); mapPresenter = GetComponent<MapPresenter>(); enemyPresenter = GetComponent<EnemyPresenter>(); bulletPresenter = GetComponent<BulletPresenter>(); gunPresenter = GetComponent<GunPresenter>(); playerPresenter.Setup(playerModel,gunModel); enemyPresenter.Setup(enemyModel,gunModel); bulletPresenter.Setup(bulletModel); gunPresenter.Setup(gunModel); mapPresenter.Setup(mapModel); }
// Start is called before the first frame update protected override void Start() { shipPresenter = new EnemyPresenter(this); rnd = new System.Random(); switch (rnd.Next(3)) { case 0: state = new StateNormal(); break; case 1: state = new StateRandom(); break; case 2: state = new StateAngle(); break; } base.Start(); }
private void Update() { if (player == null) { return; } timer -= Time.deltaTime; if (timer < 0) { float r = Random.Range(innerRange, outterRange); float x = Random.Range(0f, r) * GetRandomSign(); float z = Mathf.Sqrt(Mathf.Pow(r, 2) - Mathf.Pow(x, 2)) * GetRandomSign(); Vector3 pos = new Vector3(x, 100, z) + player.transform.position; if (Physics.Raycast(pos, Vector3.down, out RaycastHit hitInfo, 200, whatIsGround, QueryTriggerInteraction.Ignore)) { EnemyPresenter enemy = Instantiate(enemies[Random.Range(0, enemies.Length)], hitInfo.point, Quaternion.identity) as EnemyPresenter; timer = delay; } } }
private void Awake() { CollisionTarget.gameObject.SetActive(false); rectTransform = GetComponent <RectTransform>(); presenter = EnemyPresenterProvider.Provide(this); }
private void Start() { EnemyPresenter = gameObject.GetComponent <EnemyPresenter>(); }