// Use this for initialization void Start() { m_EnemyManager = gameObject.GetComponent <EnemyManager>(); m_MeterMessager = new MeterMessager(gameObject.GetComponent <Power>(), gameObject.GetComponent <ShipHealth>(), m_EnemyManager); level_turrets = GameObject.FindObjectsOfType <Turret>(); foreach (Turret turret in level_turrets) { turret.e_Active += m_MeterMessager.PowerDecrease; turret.e_Deactive += m_MeterMessager.PowerIncrease; } level_powerGens = GameObject.FindObjectsOfType <PowerGen>(); foreach (PowerGen powergen in level_powerGens) { powergen.e_Active += m_MeterMessager.PowerIncrease; powergen.e_Deactive += m_MeterMessager.PowerDecrease; } m_EnemyManager.Setup(); if (m_EnemyManager.GetEnemyAttacks().Count > 0) { foreach (EnemyAttack enemyAtk in m_EnemyManager.GetEnemyAttacks()) { enemyAtk.e_Fire += m_MeterMessager.ShipHealthDecrease; } } }
public void SubscribeToAttacksides(MeterMessager mm) { if (m_enemyAttacksSides.Count > 0) { foreach (EnemyAttackSide enemyAtk in m_enemyAttacksSides) { enemyAtk.e_Fire += mm.Decrease; } } }