public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     if (!_componentsCached)
     {
         _weapon           = animator.gameObject.GetComponentInChildren <SingleShootingWeapon>();
         _playerTransform  = GameObject.FindGameObjectWithTag("Player").transform;
         _componentsCached = true;
     }
     _weapon.Shoot(_playerTransform.position);
 }
Esempio n. 2
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 public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     _timePassed = 0f;
     _shootDone  = false;
     if (!_componentsCached)
     {
         _weapon           = animator.gameObject.GetComponentInChildren <SingleShootingWeapon>();
         _playerTransform  = GameObject.FindGameObjectWithTag("Player").transform;
         _componentsCached = true;
     }
 }
Esempio n. 3
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 public override void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
 {
     _timePassed = 0f;
     if (!_componentsCached)
     {
         _weapon          = animator.gameObject.GetComponentInChildren <SingleShootingWeapon>();
         _playerTransform = GameObject.FindGameObjectWithTag("Player").transform;
         _transform       = animator.transform;
         EventManager.Instance.AddListener(EventType.Loose, (type, sender, o) => _gameEnded = true);
         _componentsCached = true;
     }
 }