void Start()
 {
     if (!m_StatusComponent)
     {
         Debug.LogWarning("Couldn't get Boss Status Component. UI won't work properly");
     }
     else
     {
         m_StatusComponent.AddOnTakeDamage(UpdateHealth);
     }
 }
Esempio n. 2
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    void Start()
    {
        if (!m_MovementComponent)
        {
            m_MovementComponent = GetComponent <MovementComponent>();
            if (!m_MovementComponent)
            {
                Debug.LogWarning("Actor MovementComponent wasn't successfully set or found. Actor won't be able to benefit from this component");
            }
            else
            {
                m_MovementComponent.m_OnFlip = new UnityEngine.Events.UnityEvent();
                m_MovementComponent.m_OnFlip.AddListener(FlipHand);
            }
        }

        if (!m_StatusComponent)
        {
            m_StatusComponent = GetComponent <StatusComponent>();
            if (!m_StatusComponent)
            {
                Debug.LogWarning("Actor StatusComponent wasn't successfully set or found. Actor won't be able to benefit from this component");
            }
            else
            {
                m_StatusComponent.AddOnDeath(PlayerDeath);
                m_StatusComponent.AddOnTakeDamage(MakePlayerInvulnerable);
            }
        }

        if (!m_SpellComponent)
        {
            m_SpellComponent = GetComponent <SpellCastingComponent>();
            if (!m_SpellComponent)
            {
                Debug.LogWarning("Actor SpellCastingComponent wasn't successfully set or found. Actor won't be able to benefit from this component");
            }
        }

        if (!m_WeaponComponent)
        {
            m_WeaponComponent = GetComponent <WeaponComponent>();
            if (!m_WeaponComponent)
            {
                Debug.LogWarning("Actor WeaponComponent wasn't successfully set or found. Actor won't be able to benefit from this component");
            }
        }

        m_WeaponComponent.SetTargetingFunction(() =>
        {
            if (!target)
            {
                var vec3 = m_FirePoint.position - m_PlayerHand.transform.position;
                return(new Vector2(vec3.x, vec3.y));
            }
            else
            {
                return(target.transform.position - m_FirePoint.position);
            }
        });

        if (!m_EffectManager)
        {
            m_EffectManager = GetComponent <EffectManagerComponent>();
            if (!m_EffectManager)
            {
                Debug.LogWarning("Actor EffectManagerComponent wasn't successfully set or found. Actor won't be able to benefit from this component");
            }
        }
    }
Esempio n. 3
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 // Start is called before the first frame update
 void Start()
 {
     objectStatusComponent.AddOnDeath(DestroyObject);
     objectStatusComponent.AddOnTakeDamage(HitObject);
 }