public void CheckIfShoot() { if (detectedPlayer) { StartShooting(); } else { shootFrequenceSystem.Stop(); } }
public void CheckForShootAgain() { if (isShootingInputDown && !IsStunned && !dead && !won) { ShootProjectile(); } else { shootingFrequenceSystem.Stop(); shootingFrequenceSystem.ResetFrequence(); charaFlower.ResetShooting(); } }
private void Start() { shootFrequenceSystem = new FrequenceSystem(projectilesPerSecond); shootFrequenceSystem.SetUp(CheckIfShoot); shootFrequenceSystem.Stop(); lifeSystem.OnReceivedDamages += PlayHitFeedback; lifeSystem.OnLifeReachedZero += Die; //enemyRenderer.material = normalMaterial; SetUpRenderer(); //rendererParent.rotation = Quaternion.Euler(0, currentShootDirection == ShootDirection.Right ? 0 : 180, 0); }
private void Start() { jumpDurationSystem = new TimerSystem(jumpMaxDuration, EndJumping); lateJumpDurationSystem = new TimerSystem(lateJumpDelay, null); extentJumpDurationSystem = new TimerSystem(extentJumpDelay, null); shootingFrequenceSystem = new FrequenceSystem(bulletsPerSecond); shootingFrequenceSystem.SetUp(CheckForShootAgain); shootingFrequenceSystem.Stop(); SetUpLifeSystem(); // characterRenderer.material = normalMaterial; SetUpRenderer(); /*walkStepFrequenceSystem = new FrequenceSystem(stepFeedbackPerSecond); * walkStepFrequenceSystem.SetUp(PlayFootFeedbackSound);*/ //AudioManager.PlayAmbianceMusic(); charaFlower.SetCurrentGlobalTarget(currentShootDirection == ShootDirection.Left ? leftShootPosition : rightShootPosition, currentShootDirection); }