public GameFlow(LietoDeathSignal deathSignal, LietoResurrectSignal ressurectSignal, CameraFade fade, Settings settings) { _deathSignal = deathSignal; _ressurectSignal = ressurectSignal; _fade = fade; _settings = settings; }
public LietoResurrect(DetectCheckpoint detectCheckpoint, CharacterMotor motor, CameraFollow follow, LietoResurrectSignal resurrectSignal, Life life, Switch _switch, BossFightStartSignal bossStartSignal) : base(resurrectSignal, motor, life) { _detectCheckpoint = detectCheckpoint; _cameraFollow = follow; _life = life; this._switch = _switch; _bossStartSignal = bossStartSignal; }
public void Initialize() { _stateMachine.AddState(State.NonAct); _stateMachine.AddState(State.Waiting); _stateMachine.AddState(State.Idle, enterIdle, null, leaveIdle); _stateMachine.AddState(State.Attacking, enterAttack, null, leaveAttack); _stateMachine.CurrentState = State.NonAct; _bossFightStartSignal += bossFightStart; _resurrectSignal += onResurrect; _deathSignal += onDeath; _life.OnDead += onDead; UnityEngine.Random.InitState(9999); }
public CleanPowerups(LietoResurrectSignal signal) { _signal = signal; }
public void Initialize() { _signal += onResurrect; }
public SquireResurrect(SquireAI ai, LietoResurrectSignal resurrectSignal, CharacterMotor motor, Life life) : base(resurrectSignal, motor, life) { _ai = ai; }
public GhoulResurrect(GhoulAI ai, LietoResurrectSignal resurrectSignal, CharacterMotor motor, Life life) : base(resurrectSignal, motor, life) { _ghoulAi = ai; }
public GolemResurrect(LietoResurrectSignal resurrectSignal, CharacterMotor motor, Life life, EnemyAttackAI ai) : base(resurrectSignal, motor, life) { _attackAi = ai; }
public void Dispose() { _resurrectSignal -= resurrect; }
public virtual void Initialize() { _resurrectSignal += resurrect; _ressurectPosition = _motor.LocalPosition; }
public BaseResurrect(LietoResurrectSignal resurrectSignal, CharacterMotor motor, Life life) { _resurrectSignal = resurrectSignal; _motor = motor; _life = life; }