void UpdateTargets(object sender, TargetControllerHitEventArgs e) { for (int i = 0; i < _targetsList.Count; i++) { if (int.Equals(e.gameObjectID, _targetsList[i].GetInstanceID())) { SwapToTargetType(i, _targetDefense); } } }
void Count(object sender, TargetControllerHitEventArgs e) { if (_curSessionTime == 0 && _score == 0) { // Start session on first hit _sessionTimer0 = Time.time; _curSessionTime = 0; _actionTimer0 = Time.time; _isPlaying = true; } _nAttackAction++; _score++; if (_nAttackAction >= _sessionTimes[_curSessionTime].nAttack) { _nAttackAction = 0; // Start defense coroutine float _elapsCurTimeAction = Time.time - _actionTimer0; float dlyDefense_ = 60.0f / _sessionTimes[_curSessionTime].rythm - _elapsCurTimeAction; StartCoroutine(TrigDefenseAction(dlyDefense_, _sessionTimes[_curSessionTime].nDefense)); } }