public static void PlayerSpawn(bool isRespawn) { //string state = isRespawn ? "respawned" : "spawned"; //DebugManager.LogToFile("[OnplayerSpawn] PlayerEnt has " + state); HotkeyHelper hotkeyHelper = HotkeyHelper.Instance; // Initialize hotkeys OnPlayerSpawn?.Invoke(isRespawn); }
private void Start() { enemyPool = new PrefabPool(EnemyPrefab); levels = XmlHelpers.DeserializeDatabaseFromXML <LevelDescription>(level); NextLevel(); GameObject player = Instantiate(PlayerPrefab, PlayerPosition, Quaternion.identity); OnPlayerSpawn?.Invoke(player); }
public void OnObjectSpawn(object[] parameters = null) { if (!LifeSystem.StillAlive) { LifeSystem = new LifeSystem(this); } OnPlayerHeal?.Invoke(LifeSystem.CurrentLife, LifeSystem.MaxHealth); OnPlayerSpawn?.Invoke(gameObject); gameObject.SetActive(true); }
public void RegisterEntity(Entity entity) { if (entity == null) { Debug.LogError($"등록하려는 {nameof(entity)}가 null입니다"); return; } Entities.Add(entity); if (entity is IDamageable) { Damageables.Add((IDamageable)entity); } if (entity is Player) { Players.Add((Player)entity); OnPlayerSpawn?.Invoke(this, (Player)entity); } }
internal static void DispatchOnPlayerSpawn(PlayerEntity entity) { OnPlayerSpawn?.Invoke(entity); }
private void SpawnPlayer() { var playerObject = Spawn(playerPrefab, Vector2.zero, 0f, Vector2.zero); OnPlayerSpawn?.Invoke(playerObject); }
internal void PlayerRespawn(Player player, Vector2 position) { OnPlayerSpawn?.Invoke(this, new PlayerSpawnEventArgs(player)); }
internal void PlayerSpawn(Player e) { OnPlayerSpawn?.Invoke(this, new PlayerSpawnEventArgs(e)); }
public void AddPlayerController(ControllerPlayer player) { GameApplication.Instance.players.Add(player); player.OnPlayerDeath += RemovePlayerController; OnPlayerSpawn.Invoke(player); }
public static void ActivatePlayerSpawnEvent() { OnPlayerSpawn?.Invoke(); }