public void OnStart() { _flashLightModel = GameObject.FindObjectOfType <FlashLightModel>(); _flashLightPowerUi = UiInterface.FlashLightPowerUi; _flashLightStateImageUi = UiInterface.FlashLightStateImageUi; }
public void Initialization() { _weapons = ServiceLocatorMonoBehavior.GetService <CharacterController>(). GetComponentsInChildren <Weapon>(); foreach (var weapon in Weapons) { //Debug.Log($"weapon:{weapon}, weapon.name:{weapon.name}"); weapon.IsVisible = false; } FlashLight = Object.FindObjectOfType <FlashLightModel>(); FlashLight.Switch(FlashLightActiveType.Off); }
public override void On(params BaseObjectScene[] flashLight) { if (IsActive) { return; } if (flashLight.Length > 0) { _flashLightModel = flashLight[0] as FlashLightModel; } if (_flashLightModel == null) { return; } if (_flashLightModel.BatteryChargeCurrent <= 0) { return; } base.On(_flashLightModel); _flashLightModel.Switch(FlashLightActiveType.On); //_flashLightUiText.SetActive(true); }
public void Initialization() { _flashLightModel = Object.FindObjectOfType <FlashLightModel>(); _flashLightUiText = Object.FindObjectOfType <FlashLightUiText>(); _flashLightUiBar = Object.FindObjectOfType <FlashLightUiBar>(); }