Esempio n. 1
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 public override void Setup()
 {
     base.Setup();
     State             = new ExploderState();
     State             = ExploderState.ActiveFollowingPlayer;
     myInteractionType = new InteractionType();
     myInteractionType = InteractionType.Explosion;
 }
Esempio n. 2
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 //Initialize BehaviourFunction
 public void ActivatePursuit(Vector2 _target)
 {
     State  = ExploderState.PursuitingTarget;
     target = _target;
 }
Esempio n. 3
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 public override void Reset()
 {
     rb.drag = 25;
     State   = ExploderState.ActiveFollowingPlayer;
 }
Esempio n. 4
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 private void ToggleToActiveFollowingPlayer()
 {
     State = ExploderState.ActiveFollowingPlayer;
     MoveBackToPlayersArsenal = true;
 }
Esempio n. 5
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 private void ToggleToUnactiveFollowingPlayer()
 {
     State = ExploderState.UnactiveFollowingPlayer;
     TimeingManager.SchoudleDelayedFunctionTrigger(RestoreToActiveDuration, ToggleToActiveFollowingPlayer);
 }
Esempio n. 6
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 private void ToggleToRecrationState()
 {
     State = ExploderState.Recreating;
     MoveOutFromInteractingWithEnemiesList = true;
     TimeingManager.SchoudleDelayedFunctionTrigger(RecratingDuration, ToggleToUnactiveFollowingPlayer);
 }
Esempio n. 7
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 //ToggleFunctions
 private void ToggleToExplosionState()
 {
     State = ExploderState.Exploding;
     MoveToInteractingWithEnemiesList = true;
     TimeingManager.SchoudleDelayedFunctionTrigger(ExplosionDuration, ToggleToRecrationState);
 }