public override void Initialize(Transform location, ToolComponentReferences references) { _controls = new InputMaster(); _controls.Fishing.Enable(); _resources = references.CastingComponentList.WaitingResources; Prefab = Instantiate(_resources.CastingWaitingPrefab, location.transform.position, location.transform.rotation); CastingComponentHolder c = Prefab.GetComponent <CastingComponentHolder>(); _fishingTarget = c.FishingTarget; _fishingProgress = c.FishingProgress; _castingArc = c.CastingArc; _castingTarget = c.CastingTarget; _castingTarget.SetActive(false); _castingArc.SetActive(false); _fishingProgress.SetActive(false); SetValues(); _fishingState = 1; _controls.Fishing.FishingMovement.performed += ctx => _fishingMovementForce = ctx.ReadValue <Vector2>(); _controls.Fishing.FishingMovement.canceled += ctx => _fishingMovementForce = Vector2.zero; }
public override void Initialize(Transform location, ToolComponentReferences references) { _resources = references.CastingComponentList.WaitingResources; Prefab = Instantiate(_resources.CastingWaitingPrefab, location.transform.position, location.transform.rotation); CastingComponentHolder c = Prefab.GetComponent <CastingComponentHolder>(); _fishingTarget = c.FishingTarget; _fishingProgress = c.FishingProgress; _castingArc = c.CastingArc; _castingTarget = c.CastingTarget; _castingTarget.SetActive(false); _castingArc.SetActive(false); _fishingProgress.SetActive(false); SetValues(); _fishingState = 1; }