public void PrePool() { WeaponWrapper = GetComponent <ModuleWeaponWrapper>(); if (WeaponWrapper == null) { WeaponWrapper = gameObject.AddComponent <ModuleWeaponWrapper>(); } EnergyStore = GetComponent <ModuleEnergyStore>(); //Energy = GetComponent<ModuleEnergy>(); EnergyStore.m_Capacity = EnergyCapacity; // Backup fallback foreach (CustomGauge gauge in _gauges) { if (gauge.MinValue == gauge.MaxValue && gauge.MinValue == 0f) { gauge.MinValue = LowestPermittedEnergy; gauge.MaxValue = EnergyCost; } else { if (gauge.MaxValue == 0f) { gauge.MaxValue = EnergyCost; } if (gauge.MinValue == gauge.MaxValue) { gauge.MaxValue++; } } } }
public void OnPool() { //WeaponWrapper = GetComponent<ModuleWeaponWrapper>(); //if (WeaponWrapper == null) WeaponWrapper = gameObject.AddComponent<ModuleWeaponWrapper>(); // Just in case... WeaponWrapper = GetComponent <ModuleWeaponWrapper>(); EnergyStore = GetComponent <ModuleEnergyStore>(); Energy = GetComponent <ModuleEnergy>(); Energy.UpdateConsumeEvent.Subscribe(ConsumeFire); WeaponWrapper.CanFireEvent += CheckIfCanFire; WeaponWrapper.FireEvent += OnFire; WeaponWrapper.LockFiring(this, true); block.DetachEvent.Subscribe(OnDetach); }
public void PrePool() { _EnergyStore = GetComponent <ModuleEnergyStore>(); _Energy = GetComponent <ModuleEnergy>(); _EnergyStore.m_Capacity = Capacity; }