Esempio n. 1
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    // Start is called before the first frame update
    void Start()
    {
        allSeeingEye = GameObject.Find("Illuminatti").GetComponent <All_Seeing_Eye>();
        allSeeingEye.RegisterTurnTickCallback(HandleTurnTickCallbackDelegate);

        frameScaleX = transform.localScale.x;
    }
Esempio n. 2
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    // Start is called before the first frame update
    void Start()
    {
        destination = new Vector2();

        line = transform.GetComponent <LineRenderer>();
        line.SetPosition(0, transform.position);
        line.startColor = Color.black;
        line.endColor   = Color;

        arrow = transform.Find("Arrow").gameObject;

        attackAnimation = transform.Find("Attack_Anim").gameObject;

        finalPosition = transform.Find("Final Position").gameObject;

        allSeingEye = GameObject.Find("Illuminatti").gameObject.GetComponent <All_Seeing_Eye>();

        animator = GetComponent <Animator>();
        sprite   = GetComponent <SpriteRenderer>();

        initialHealth        = health;
        healthBar            = transform.Find("HealthBar").transform;
        initialHealthBarSize = healthBar.localScale.x;

        //Callback registration
        allSeingEye.RegisterTurnEndCallback(HandleOnTurnEndCallbackDelegate);
        allSeingEye.RegisterMovementCallback(HandleMovementCallbackDelegate);
        allSeingEye.RegisterActionCallback(HandleActionCallbackDelegate);
        allSeingEye.RegisterActionEndCallback(HandleActionEndCallbackDelegate);
    }
Esempio n. 3
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 private void RegisterStateMachine()
 {
     allSeingEye = GameObject.Find("Illuminatti").gameObject.GetComponent <All_Seeing_Eye>();
     allSeingEye.RegisterTurnEndCallback(HandleOnTurnEndCallbackDelegate);
     allSeingEye.RegisterMovementEndCallback(HandleActionStartCallbackDelegate);
 }