Esempio n. 1
0
    private IEnumerator TimerToSpawn(int extraTime = 0)
    {
        yield return(new WaitForSeconds(respawnTime + extraTime));

        if (spawnSFX)
        {
            spawnSFX.Play();
        }

        GameObject enemy = Instantiate(enemyPrefab, transform.position, Quaternion.identity, transform);

        IRespawnable respawnable = enemy.GetComponent <IRespawnable>();

        if (respawnable != null)
        {
            respawnable.SetRespawner(this);
        }

        GameObject spawnFX = Instantiate(spawnEffect, transform.position, Quaternion.identity);

        EnemySpawnEffect enemySpawnEffect = spawnFX.GetComponent <EnemySpawnEffect>();

        enemySpawnEffect.Set(enemy);
        spawnFX.SetActive(true);
    }
 public PlayerRegistryTracker(IRespawnable <CharacterSpawnParameters> respawnable, PlayerRegistry registry, CharacterFacade facade)
 {
     _respawnable = respawnable;
     _registry    = registry;
     _facade      = facade;
     PreInitialize();
 }
 public NetworkedCharacterWeaponInitalizer(IRespawnable <CharacterSpawnParameters> respawnable, WeaponCreator creator, IWeapon weapon)
 {
     _respawnable = respawnable;
     _creator     = creator;
     _weapon      = weapon;
     PreInitialize();
 }
Esempio n. 4
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 public PlayerEquipmentInitializer(IRespawnable <CharacterSpawnParameters> respawnable, ItemFactory itemFactory, IItemContainer inventory, IWeapon weapon)
 {
     _respawnable = respawnable;
     _itemFactory = itemFactory;
     _inventory   = inventory;
     _weapon      = weapon;
     PreInitialize();
 }
Esempio n. 5
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    private void OnTriggerEnter2D(Collider2D collision)
    {
        IRespawnable respawnable = collision.gameObject.GetComponent <IRespawnable>();

        if (respawnable != null)
        {
            respawnable.setRespawn(this.Transform);
        }
    }
Esempio n. 6
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 public AILootCreator(IRespawnable <CharacterSpawnParameters> respawnable, PickupManager pickupManager, ItemDatabase database, Rigidbody2D rb, Settings settings)
 {
     _respawnable   = respawnable;
     _pickupManager = pickupManager;
     _database      = database;
     _rb            = rb;
     _settings      = settings;
     PreInitialize();
 }
Esempio n. 7
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        /// <summary>
        /// Adds an <see cref="IRespawnable"/> to the list of objects that need to respawn.
        /// </summary>
        /// <param name="respawnable">The object to respawn.</param>
        /// <exception cref="ArgumentNullException"><paramref name="respawnable"/> is null.</exception>
        public void AddToRespawn(IRespawnable respawnable)
        {
            if (respawnable == null)
            {
                throw new ArgumentNullException("respawnable");
            }

            Debug.Assert(respawnable.DynamicEntity != null);

            _respawnTaskList.Add(respawnable);
        }
Esempio n. 8
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File: Map.cs Progetto: wtfcolt/game
 /// <summary>
 /// Adds an IRespawnable to the list of objects that need to respawn.
 /// </summary>
 /// <param name="respawnable">The object to respawn.</param>
 public void AddToRespawn(IRespawnable respawnable)
 {
     World.AddToRespawn(respawnable);
 }
Esempio n. 9
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 public CharacterHealth(IHealthSettings settings, IRespawnable <CharacterSpawnParameters> respawnable)
 {
     _settings    = settings;
     _respawnable = respawnable;
     PreInitialize();
 }
Esempio n. 10
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 public NetId(IRespawnable <PickupSpawnParameters> respawnable)
 {
     _respawnable = respawnable;
     PreInitialize();
 }
Esempio n. 11
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 /// <summary>
 /// Adds an IRespawnable to the list of objects that need to respawn.
 /// </summary>
 /// <param name="respawnable">The object to respawn.</param>
 public void AddToRespawn(IRespawnable respawnable)
 {
     World.AddToRespawn(respawnable);
 }
Esempio n. 12
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 public CharacterInfo(IRespawnable <CharacterSpawnParameters> respawnable)
 {
     _respawnable = respawnable;
     PreInitialize();
 }