/// <summary> /// Funzione di Setup /// </summary> /// <param name="_lvlMng"></param> public override void Setup(LevelManager _lvlMng) { base.Setup(_lvlMng); sm = GetComponent <Boss1SMController>(); shootCtrl = GetComponent <Boss1ShootController>(); phaseCtrl = GetComponent <Boss1PhaseController>(); trailCtrl = GetComponent <Boss1TrailController>(); cubeExplosion = GetComponent <CubeExplosion>(); }
public override void Enter() { bossCtrl = context.GetBossController(); lifeCtrl = bossCtrl.GetBossLifeController(); collisionCtrl = bossCtrl.GetBossCollisionController(); bossPhaseCtrl = bossCtrl.GetBossPhaseController(); groupCtrl = context.GetLevelManager().GetGroupController(); Boss1ShootController shootCtrl = context.GetBossController().GetBossShootController(); //HACK: Così i designer possono partire a contare da 1 shootCtrl.Shoot(shootPointIndex - 1); bossPhaseCtrl.OnSecondPhaseStart += HandleOnSecondPhaseStart; bossPhaseCtrl.OnThirdPhaseStart += HandleOnThirdPhaseStart; lifeCtrl.OnBossDead += HandleOnBossDead; collisionCtrl.OnAgentHit += HandleOnAgentHit; Complete(); }