/* Functions */

        private void Awake()
        {
            mShootAction = this.GetComponent <JCS_ShootAction>();

            // override the shoot action.
            //mShootAction.OverrideShoot = true;
        }
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        /* Functions */

        private void Awake()
        {
            this.mShootAction = this.GetComponent <JCS_ShootAction>();

            mShootAction.CanShoot = false;

            // disable auto shoot be default
            mShootAction.AutoShoot = false;
        }
        //========================================
        //      Unity's function
        //------------------------------
        private void Awake()
        {
            mShootAction       = this.GetComponent <JCS_ShootAction>();
            mCursorShootAction = this.GetComponent <JCS_2DCursorShootAction>();

            // overwrite both shoot action,
            // so they won't process the input.
            mShootAction.OverrideShoot       = true;
            mCursorShootAction.OverrideShoot = true;

            mThread       = new JCS_Vector <int>();
            mTimers       = new JCS_Vector <float>();
            mShootCount   = new JCS_Vector <int>();
            mShootCounter = new JCS_Vector <int>();
            mShootPos     = new JCS_Vector <Vector3>();
            mShootAngles  = new JCS_Vector <Vector3>();
        }
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        //========================================
        //      Unity's function
        //------------------------------
        private void Awake()
        {
            mShootAction = this.GetComponent <JCS_ShootAction>();

            // override the shoot effect in the base one.
            mShootAction.OverrideShoot = true;

            mThread             = new JCS_Vector <int>();
            mTimers             = new JCS_Vector <float>();
            mShootCount         = new JCS_Vector <int>();
            mShootCounter       = new JCS_Vector <int>();
            mShootPos           = new JCS_Vector <Vector3>();
            mTargetsPerSequence = new JCS_Vector <Transform>();
            mShootDirection     = new JCS_Vector <bool>();

            // try to get the ability format.
            if (mAbilityFormat == null)
            {
                mAbilityFormat = this.GetComponent <JCS_AbilityFormat>();
            }
        }
        //========================================
        //      Unity's function
        //------------------------------
        private void Awake()
        {
            mShootAction = this.GetComponent <JCS_ShootAction>();

            mShootAction.OverrideShoot = true;
        }
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 //========================================
 //      Unity's function
 //------------------------------
 private void Awake()
 {
     this.mShootAction = this.GetComponent <JCS_ShootAction>();
 }