public void SetWeaponController(WeaponControllerBase weaponControllerBase, float?delay = null) { if (delay.HasValue) { StartCoroutine(SetWeaponControllerByDelay(weaponControllerBase, delay.Value)); } else { _weaponController = weaponControllerBase; } }
public GrenadeControllerSwitchCommand(BattleUnit unit) : base(unit) { _defaultWeaponController = unit.WeaponController; _nullWeaponController = unit.GetComponentInChildren <NullWeaponController>(true); _grenadeController = unit.GetComponentInChildren <GrenadeController>(true); GameHelper.CheckForNull(_defaultWeaponController, nameof(GrenadeControllerSwitchCommand)); GameHelper.CheckForNull(_nullWeaponController, nameof(GrenadeControllerSwitchCommand)); GameHelper.CheckForNull(_grenadeController, nameof(GrenadeControllerSwitchCommand)); _grenadeController.OnGrenadeLaunchedCallback = OnGrenadeLaunchedCallback; }
private void Awake() { if (_weaponController == null) { _weaponController = FindObjectOfType <NullWeaponController>(); } Assert.IsNotNull(_weaponController, "_weaponController != null"); Assert.IsNotNull(_hittableObject, "_hittableObject != null"); Assert.IsNotNull(_teamController, "_teamController != null"); InitOwnerableChilds(); }
private void OnValidate() { if (_weaponController == null) { _weaponController = GetComponentInChildren <NullWeaponController>(); } if (_hittableObject == null) { _hittableObject = GetComponentInChildren <HittableObject>(); } if (_teamController == null) { _teamController = GetComponentInChildren <TeamController>(); } }
private IEnumerator SetWeaponControllerByDelay(WeaponControllerBase weaponControllerBase, float delay) { yield return(new WaitForSeconds(delay)); _weaponController = weaponControllerBase; }
public void SetWeaponController(WeaponControllerBase value) { _weaponController = value as WeaponController; }