public void Init(WeaponType weaponType, float damage, BulletsPool bulletsPool, VfxController vfxController) { Damage = damage; WeaponType = weaponType; m_bulletsPool = bulletsPool; m_vfxController = vfxController; }
public void Init(VfxController vfxController) { m_vfxController = vfxController; m_available = new Dictionary <WeaponType, List <Bullet> >(); for (int i = 0; i < (int)WeaponType.COUNT; i++) { m_available.Add((WeaponType)i, new List <Bullet>()); } }
public void Init(VfxController vfxController, BulletsPool bulletsPool, IRestartGame restartGame) { m_restartGame = restartGame; m_tankWeaponChange.Init(m_tankData.prevWeaponButton, m_tankData.nextWeaponButton); m_tankMovement.Init(m_tankData.movementAxisName, m_tankData.turnAxisName, m_tankData.speed, m_tankData.turnSpeed); m_healthController.Init(m_tankData.health, m_tankData.defense, this); m_tankShooting.Init(m_tankData.fireButton, m_tankWeaponChange, bulletsPool); m_tankDamageReceiver.Init(m_healthController, vfxController); }
public void Init(IHealth healthController, VfxController vfxController) { m_healthController = healthController; m_vfxController = vfxController; m_spriteRenderers = new List <SpriteRenderer>(); SearchForComponentRecursively <SpriteRenderer>(m_spriteRenderers, this.transform); m_colliders = new List <Collider2D>(); SearchForComponentRecursively <Collider2D>(m_colliders, this.transform); }