public void SetData(InteractiveData interactiveData) { interactiveData.SetTo(damageEntity); damagedTime = interactiveData.DamageTime; damagingCount = interactiveData.DamageCount; }
public void SetData(InteractiveData interactiveData) { interactiveData.SetTo(damageEntity); damageEntity.ActionInCoroutineAttack = x => x.AddColorBy(damageEntity.DamagedColor, interactiveData.DamageTime); damageEntity.Collider = collider; }
public virtual void SetData(InteractiveData interactiveData) { reloadingTimeBetweenShoots = interactiveData.DamageTime; interactiveData.SetTo(reloadingEntity); hittingEffectsPool = new Pool <Vector2> ( InstansiateHittingEffect() .With(InstansiateHittingEffect()) ); bulletsPool = new Pool(InstansiateBullets(interactiveData)); }
public void SetData(InteractiveData interactiveData) { interactiveData.SetTo(damageEntity); damageEntity.Collider = collider2D; damageEntity.ActionInCoroutineAttack = player => { hittingEffect.transform.position = player.transform.position; hittingEffect.Play(); player.AddColorBy(damageEntity.DamagedColor, damageEntity.ColoredTime); }; }
public void SetData(InteractiveData interactiveData) { interactiveData.SetTo(damageEntity); }