Example #1
0
 public PlayerShooter(ISwitcherPlayerState context, AnimatorController animator, PlayerInput input,
                      Rigidbody2D rigidbody2D, float speed, AttackAnimationEventHandler handler, Weapon weapon, ShootingHelper shootingHelper) : base(context, animator, input, rigidbody2D, speed)
 {
     _delayBeforeTransition = new Timer(0.25f);
     _eventHandler          = handler;
     _weapon         = weapon;
     _shootingHelper = shootingHelper;
 }
Example #2
0
 void Start()
 {
     m_audio         = GetComponent <AudioCharacterBoss>();
     m_triggerableAI = GetComponent <TriggerableAI>();
     m_health        = GetComponent <AIDamage>();
     m_movement      = GetComponent <AIMovementHelper>();
     m_shooting      = GetComponent <ShootingHelper>();
     m_visuals       = GetComponent <BossVisuals>();
     m_player        = GameMaster.GetPlayer();
     m_camera        = GameMaster.GetPlayerCamera();
 }
Example #3
0
    // Start is called before the first frame update
    void Start()
    {
        tr = GetComponent <Transform>();

        var managerObject = GameObject.FindGameObjectWithTag("GameController");

        manager = managerObject.GetComponent <GameManager>();

        healthBarObject = GameObject.Find("Life container").GetComponent <HealthBar>();

        AmmoUI.text    = AmmoString;
        shootingHelper = new ShootingHelper(tr, BulletPrefab, FireRate);
    }
Example #4
0
    void Start()
    {
        m_audio    = GetComponent <AudioCharacterPlayer>();
        m_controls = GetComponent <PlayerControls>();
        m_movement = GetComponent <PlayerMovement>();
        m_shoot    = GetComponent <ShootingHelper>();
        m_endGame  = GetComponent <PlayerEndGame>();
        m_health   = GetComponent <PlayerHealth>();

        m_currentAttackSpeed     = m_baseAttackSpeed;
        m_currentAttackDamage    = m_baseAttackDamage;
        m_currentProjectileSpeed = m_baseProjectileSpeed;
        m_currentInaccuracy      = m_baseInaccuracy;
    }
Example #5
0
    void Start()
    {
        m_player        = GameMaster.GetPlayer();
        m_triggerableAI = GetComponent <TriggerableAI>();
        m_movement      = GetComponent <AIMovementHelper>();
        m_rigidbody     = GetComponent <Rigidbody2D>();
        m_shooting      = GetComponent <ShootingHelper>();
        m_enemyAudio    = GetComponent <AudioCharacterEnemy>();

        m_combatRange = Random.Range(m_combatRangeMin, m_combatRangeMax);
        if (m_attackSpeed > 0)
        {
            float attackRate = (1 / m_attackSpeed);
            m_attackCooldown += Random.value * attackRate;
        }
    }
Example #6
0
 public PlayerShooterIdle(ISwitcherPlayerState context, AnimatorController animator, PlayerInput input, ShootingHelper shootingHelper, Rigidbody2D self, float speed) : base(context, animator, input, self, speed)
 {
     _shootingHelper = shootingHelper;
 }