private void InitWithoutDependencies() { #if UNITY_EDITOR Camera.main.orthographicSize *= 1.25f; #else Camera.main.orthographicSize *= 2.0f; #endif SaveUtil.InitializeSave(); SpaceUtil.Init(); // _ColorManager is a prefab field, and doesn't need initialized. _PoolManager.Init(in _ColorManager); WeaponResetTimer = new FrameTimer(InitialWeaponTime); WeaponRainTimer = new LoopingFrameTimer(WeaponRainTime); OneUpRainTimer = new LoopingFrameTimer(OneUpRainTime); OneUpRainTimer.TimeUntilActivation = InitialOneUpRainDelay; _PowerupMenu.Init(); _PowerupMenu.transform.position += new Vector3(0, 0, 0); VictimWasAutomatic = true; _GameOverGUI.Init(); _Scoreboard.Init(); SoundManager.Init(_AudioSource); SpriteBank.Init(); NotificationManager.Init(_Notification); DefaultBullet.StaticInit(); //DefaultExtraBullet.StaticInit(); DefaultBulletBuffs.Init(); _ParticleManager.Init(); #if !UNITY_EDITOR CanGameOver = true; #else CanGameOver = false; #endif }
protected override void OnPlayerBulletInit() { EnableProjectiles = new GameTaskFunc(this, () => CanShootProjectiles = true); DisableProjectiles = new GameTaskFunc(this, () => CanShootProjectiles = false); ProjectileTimer = new LoopingFrameTimer(TimeBetweenProjectiles); }
public TickingStatusEffect(Enemy target) { Target = target; Timer = new LoopingFrameTimer(ActivationInterval); }