/// <summary> /// Use this for initialization /// </summary> void Start() { // start move timer moveTimer = gameObject.AddComponent <Timer>(); moveTimer.AddTimerFinishedListener(HandleMoveTimerFinishedEvent); moveTimer.Duration = 1; moveTimer.Run(); // start death timer deathTimer = gameObject.AddComponent <Timer>(); deathTimer.Duration = ConfigurationUtils.BallLifeSeconds; deathTimer.AddTimerFinishedListener(HandleDeathTimerFinishedEvent); deathTimer.Run(); // speedup effect support speedupTimer = gameObject.AddComponent <Timer>(); EventManager.AddSpeedupEffectListener(HandleSpeedupEffectActivatedEvent); speedupTimer.AddTimerFinishedListener(HandleSpeedUpTimerFinishedEvent); rb2d = GetComponent <Rigidbody2D>(); ballsLeftEvent = new BallsLeftEvent(); EventManager.AddBallsLeftEffectInvoker(this); deathballevent = new DeathBallEvent(); EventManager.AddDeathBallEventInvoker(this); }
// Start is called before the first frame update void Start() { reducedBallsEvent = new ReducedBallsEvent(); EventManager.AddReducedBallsInvoker(this); deathBallEvent = new DeathBallEvent(); EventManager.AddDeathBallInvoker(this); deathTimer = this.gameObject.AddComponent <Timer>(); deathTimer.Duration = ConfigurationUtils.BallLifeTime; deathTimer.AddTimerFinishedListener(HandleDeathTimerFinishedEvent); moveTimer = this.gameObject.AddComponent <Timer>(); moveTimer.Duration = 1; moveTimer.AddTimerFinishedListener(HandleMoveTimerFinishedEvent); moveTimer.Run(); speedUpTimer = this.gameObject.AddComponent <Timer>(); EventManager.AddSpeedUpEffectListener(SpeedUpEffectActivatedHandler); // Vector2 dir = new Vector2(Mathf.Cos(20*Mathf.Deg2Rad), Mathf.Sin(20*Mathf.Deg2Rad)); }