/// <summary> /// Initialize all augmentations. /// </summary> /// <param name="player">Player to pass to each augmentation.</param> public void Initialize(Player player) { foreach (Augmentation augmentation in augmentations.Where(augmentation => augmentation != null)) { augmentation.Initialize(player); } }
public override void Initialize(Player player) { ship = player; player.BarrelRollEvent += OnBarrelRoll; myGameObject = gameObject; myCollider = collider; shipLayer = LayerMask.NameToLayer("PlayerShip"); weaponLayer = LayerMask.NameToLayer("PlayerWeapon"); }
public override void Initialize(Player player) { for (int i = 0; i < player.Weapons.weapons.Length; i++) { if (player.Weapons.weapons[i] != null) { player.Weapons.weapons[i].cooldownSpeed *= cooldownBoost; } } }
public override void Initialize(Player player) { playerHealth = player.MyHealth; playerHealth.HealthUpdateEvent += OnHealthUpdate; }
public override void Initialize(Player player) { health = player.MyHealth; player.KillRecievedEvent += OnKillReceived; }
public abstract void Initialize(Player player);