public override void AddedToEngine(AntEngine aEngine) { base.AddedToEngine(aEngine); _magnetNodes = aEngine.GetNodes <MagnetNode>(); _magnetableNodes = aEngine.GetNodes <MagnetableNode>(); _gameCore = GameObject.Find("Game").GetComponent <GameCore>(); }
public void AddedToEngine(AntEngine aEngine) { _magnetNodes = aEngine.GetNodes <MagnetNode>(); _magnetableNodes = aEngine.GetNodes <MagnetableNode>(); _gameCore = GameObject.Find("Game").GetComponent <GameCore>(); _engine = aEngine; }
public override void AddedToEngine(AntEngine aEngine) { _healthNodes = aEngine.GetNodes <HealthNode>(); // Подписываемся на события добавления/удаления игровых объектов обладающих // компонентом здоровья чтобы создавать/удалять панели здоровья для них. _healthNodes.EventNodeAdded += OnHealthNodeAdded; _healthNodes.EventNodeRemoved += OnHealthNodeRemoved; // Ищим игровой объект, т.к. в нем указан префаб для панелей здоровья. _gameCore = GameObject.Find("Game").GetComponent <GameCore>(); _healthBars = new List <KeyValuePair <HealthNode, HealthBar> >(); }
public override void AddedToEngine(AntEngine aEngine) { base.AddedToEngine(aEngine); _movementNodes = aEngine.GetNodes <MovementNode>(); _healthNodes = aEngine.GetNodes <HealthNode>(); }
public override void AddedToEngine(AntEngine aEngine) { _dropperNodes = aEngine.GetNodes <DropperNode>(); _magnetableNodes = aEngine.GetNodes <MagnetableNode>(); }
public void AddedToEngine(AntEngine aEngine) { _spawnerNodes = aEngine.GetNodes <SpawnerNode>(); _healthNodes = aEngine.GetNodes <HealthNode>(); _healthNodes.EventNodeRemoved += OnHealthNodeRemoved; }
public void AddedToEngine(AntEngine aEngine) { _aiNodes = aEngine.GetNodes <AIControlNode>(); }
public override void AddedToEngine(AntEngine aEngine) { _playerNodes = aEngine.GetNodes <PlayerControlNode>(); }
public void AddedToEngine(AntEngine aEngine) { _movementNodes = aEngine.GetNodes <MovementNode>(); _healthNodes = aEngine.GetNodes <HealthNode>(); }