public override void Initialize(Transform location, ToolComponentReferences references) { _controls = new InputMaster(); _controls.Fishing.Enable(); _resources = references.CastingComponentList.ChasingResources; Prefab = Instantiate(_resources.CastingChasingPrefab, location.transform.position, location.transform.rotation); CastingComponentHolder c = Prefab.GetComponent <CastingComponentHolder>(); _fishingTarget = c.FishingTarget; _fishingProgress = c.FishingProgress; _castingArc = c.CastingArc; _castingTarget = c.CastingTarget; _castingTarget.SetActive(false); _castingArc.SetActive(false); _fishingProgress.SetActive(false); SetValues(); _fishingState = 1; _controls.Fishing.FishingMovement.performed += ctx => _fishingMovementForce = ctx.ReadValue <Vector2>(); _controls.Fishing.FishingMovement.canceled += ctx => _fishingMovementForce = Vector2.zero; }
//TODO: Create reference to player's fishing rod public override void Initialize(UseItemStateMachine parent, ToolData tool, Transform location, ToolComponentReferences references) { //Debug.Log("Let's go!"); _fishingLocation = location; toolReferences = references; parentStateMachine = parent; PlayerTool = tool; playerRod = (ToolRodData)PlayerTool; CreateAssets(); _rodFishingState = 1; }
public override void Initialize(Transform location, ToolComponentReferences references) { _resources = references.CastingComponentList.WaitingResources; Prefab = Instantiate(_resources.CastingWaitingPrefab, location.transform.position, location.transform.rotation); CastingComponentHolder c = Prefab.GetComponent <CastingComponentHolder>(); _fishingTarget = c.FishingTarget; _fishingProgress = c.FishingProgress; _castingArc = c.CastingArc; _castingTarget = c.CastingTarget; _castingTarget.SetActive(false); _castingArc.SetActive(false); _fishingProgress.SetActive(false); SetValues(); _fishingState = 1; }
public override void Initialize(Transform location, ToolComponentReferences references) { _resources = references.CastingComponentList.PulsingResources; // GameObject g = GameObject.Find("CastingPulsing"); //_helper = Instantiate(resources.castingPrefab, location.transform.position, location.transform.rotation, this.transform); // _helper = Instantiate(g, location.transform.position, location.transform.rotation, this.transform); Prefab = Instantiate(_resources.CastingPulsingPrefab, location.transform.position, location.transform.rotation); CastingComponentHolder c = Prefab.GetComponent <CastingComponentHolder>(); _fishingTarget = c.FishingTarget; _fishingProgress = c.FishingProgress; _castingTarget = c.CastingTarget; _fishingProgress.SetActive(false); _castingTarget.SetActive(false); SetValues(); _fishingState = 1; }
public abstract void Initialize(UseItemStateMachine parent, ToolData tool, Transform location, ToolComponentReferences references);
public abstract void Initialize(Transform location, ToolComponentReferences references);
//TODO: Create reference to player's fishing spear public override void Initialize(UseItemStateMachine parent, ToolData tool, Transform location, ToolComponentReferences references) { Debug.Log("Let's go!"); parentStateMachine = parent; PlayerTool = tool; CreateAssets(); }