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; }
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(); }
// 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); }
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; }
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; } }
public PlayerShooterIdle(ISwitcherPlayerState context, AnimatorController animator, PlayerInput input, ShootingHelper shootingHelper, Rigidbody2D self, float speed) : base(context, animator, input, self, speed) { _shootingHelper = shootingHelper; }