void Awake() { _movementControl = this.GetComponent <IMovementController>(); _weaponSystem = this.GetComponent <IWeaponSystem>(); _weaponFire = this.GetComponent <IWeaponFire>(); _cameraControl = this.GetComponent <ICameraControl>(); }
//************ //** MONO ** //************ void Start() { mDefaultDirection = new Vector2(0, 1); mGunHinge = transform.GetChild(0); mMovementHandler = GetComponent <IMoveable>(); mHealthManager = GetComponent <IHealthManager>(); mInventory = GetComponent <IInventory>(); mWeaponHandler = GetComponent <IWeaponSystem>(); mAudioSource = GetComponent <AudioSource>(); }
public override void Init(SpawnManager spawner, TeamColor teamColor) { base.Init(spawner, teamColor); GameManager gameManager = GameManager.Instance; SceneController sceneController = gameManager.sceneController; if (playerState == null) { playerState = this.gameObject.AddComponent <PlayerStateManager>(); } audioSystem = this.GetComponent <VesselAudioSystem>(); audioSystem.Init(EntityType.Player); audioSystem.PlayFlightAudio(vesselSelection); PlayerSettings playerSettings = gameManager.gameSettings.playerSettings; //Initialise Stat Handler GameSettings gameSettings = gameManager.gameSettings; VesselShipStats vesselStats = gameSettings.vesselStats.Where(x => x.type == vesselSelection).First(); BaseStats playerStats = vesselStats.baseShipStats; statHandler = new StatHandler(playerStats, EntityType.Player, this); //Initialize Health Component HealthComponent healthComponent = this.GetComponent <HealthComponent>(); healthComponent.Init(statHandler, sceneController); //Initialise Weapon System IWeaponSystem weaponSystem = this.GetComponent <IWeaponSystem>(); weaponSystem.Init(GetObjectID(), this, false, vesselStats, sceneController); //Initializes the player's camera system cameraController = this.GetComponent <CameraController>(); cameraController.Init(virtualCamera, vesselSelection); //Load weapon/damage components. FighterDamageManager damageManager = this.GetComponent <FighterDamageManager>(); damageManager.Init(statHandler, audioSystem); //Load Movement Manager MovementRegister movementRegister = this.GetComponent <MovementRegister>(); Debug.Log(movementRegister); movementRegister.Init(this, cameraController); SetInitalState(); }
void DealWeapon(IWeaponSystem weaponSystem) { weaponSystem.SetWeapon(_weaponDealSelector.GetWeapon()); SetEnable(false); }
// Start is called before the first frame update void Start() { WeaponSystem = new WeaponSystem(); }
public override void Init(StatHandler statHandler, PowerupSystem system, float lifeTime) { this.statHandler = statHandler; this.lifeTime = lifeTime; weaponSystem = system.GetComponent <IWeaponSystem>(); }