private void OnEnterIdleState() { m_pool.TryCreateNewPool(m_deathFX); if (m_asset.IsPlayer()) { m_togglePanWideOffsetEvent.Raise(true); } m_smokeFX.SetActive(false); }
public void AssembleUnit(UnitAsset asset, bool gotoIdling, bool gotoAlive) { //has been spawned by asset if (!asset) { Debug.Log("no asset supplied to builder"); } m_state = UnitStateType.none; m_asset = asset; m_isPlayer = m_asset.IsPlayer(); m_faction = m_asset.Faction(); GetComponents(); AssembleSubComponents(); SetNewUnitState(UnitStateType.assembled); if (gotoIdling || gotoAlive) { SetNewUnitState(UnitStateType.idling); } if (gotoAlive) { SetNewUnitState(UnitStateType.alive); } }
public void AssembleBrain(UnitStateType state, UnitMotor motor, UnitAsset asset) { m_state = state; m_motor = motor; m_asset = asset; m_isPlayer = m_asset.IsPlayer(); m_terrainVars = m_asset.TerrainVars(); m_targetIndicator = m_asset.TargetIndicator(); m_currentTurn = 0f; }
public void AssembleHealth(UnitStateType state, UnitAsset asset, UnitBuilder builder, UnitAnimation animation) { m_asset = asset; m_state = state; m_builder = builder; m_animation = animation; m_isPlayer = m_asset.IsPlayer(); m_pool = m_asset.ObjectPoolAsset(); m_faction = m_asset.Faction(); m_playerHealthChangeEvent = m_asset.UnitHealthChangeEvent(); m_playerDeathEvent = m_asset.UnitDeathEvent(); }