Esempio n. 1
0
        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
        }
Esempio n. 2
0
 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);
 }