public void Destroy() { _inputController = null; _shootingController = null; gameObject.SetActive(false); Destroy(gameObject); }
public void Awake() { animatorComponent = GetComponent <Animator>(); rbComponent = GetComponent <Rigidbody2D>(); enginesFailures.Add(transform.Find("LeftEngineFailure").gameObject); enginesFailures.Add(transform.Find("RightEngineFailure").gameObject); var spriteRenderer = GetComponent <SpriteRenderer>(); renderers.Add(spriteRenderer); var thruster = transform.Find("Thruster").gameObject; renderers.Add(thruster.GetComponent <SpriteRenderer>()); foreach (var engine in enginesFailures) { renderers.Add(engine.GetComponent <SpriteRenderer>()); } var shield = transform.Find("Shield").gameObject; renderers.Add(shield.GetComponent <SpriteRenderer>()); ShootingController = new DefaultShootingController(); }
protected override void StartEffect() { if (playerObject != null) { oldShootingController = playerObject.ShootingController; playerObject.ShootingController = new TripleShotController(); } base.StartEffect(); }
public UnitController(IMovementController movementController, IShootingController shootingController, List <UnitModel> army) { _army = army; _movementController = movementController; _shootingController = shootingController; SignUpToAttacked(_army); }
public void Initialize(IInputController inputController, IShootingController shootingController) { _inputController = inputController; _shootingController = shootingController; _shootingController.Initialize(); _inputController.OnNextWeapon += () => _shootingController.ChangeWeapon(WeaponChange.Next); _inputController.OnPreviousWeapon += () => _shootingController.ChangeWeapon(WeaponChange.Previous); _inputController.OnSpace += () => Brake(brakeForce); _inputController.OnSpaceUp += () => Brake(0); _inputController.OnFire += OnFire; _axleInfos.AddRange(new[] { frontAxle, backAxle }); }