private void Awake() { _triggerOverlap = GetComponent <TriggerOverlap>(); _triggerOverlap.OnTrigger += ExitLevel; _levelManager = FindObjectOfType <LevelManager>(); }
private void Awake() { _triggerOverlap = GetComponent <TriggerOverlap>(); _triggerStay = GetComponent <TriggerStay>(); _triggerOverlap.OnTrigger += TriggerEnter; _triggerStay.OnStay += TriggerStay; }
void Awake() { _rb = GetComponent <Rigidbody>(); _triggerOverlap = GetComponent <TriggerOverlap>(); _triggerOverlap.OnTrigger += TriggerEnter; }
private void Awake() { InitializeGates(); _enemiesSpawner = GetComponent <EnemiesSpawner>(); _triggerOverlap = GetComponent <TriggerOverlap>(); _minimap = FindObjectOfType <Minimap>(); EnemyHealthBehaviour.OnEnemyDeath += RemoveEnemy; _minimap.RegisterRoom(this); }
private void Awake() { _triggerOverlap = GetComponent <TriggerOverlap>(); _triggerStay = GetComponent <TriggerStay>(); _triggerOverlap.OnTrigger += TriggerEnter; _triggerStay.OnStay += TriggerStay; _destroyAfterTime = GetComponent <DestroyAfterTime>(); }
void Awake() { _triggerOverlap = GetComponent <TriggerOverlap>(); _triggerExit = GetComponent <TriggerExit>(); _input = GetComponentInParent <InputHandler>(); _collider = GetComponent <Collider>(); _triggerOverlap.OnTrigger += DisplayInteraction; _triggerExit.OnExit += HideInteraction; _input.OnInteract += ExecuteInteraction; }
private void Awake() { _transform = GetComponent <Transform>(); _initialScale = transform.localScale; _rigidbody = GetComponent <Rigidbody>(); _trail = GetComponent <TrailRenderer>(); _triggerOverlap = GetComponent <TriggerOverlap>(); _collisionOverlap = GetComponent <CollisionOverlap>(); _triggerOverlap.OnTrigger += ProjectileHitHandle; _collisionOverlap.OnCollision += ProjectileCollisionHandle; foreach (SpellBehaviour modifier in _modifiers) { modifier.ProcessInitProjectileBehaviour(this); } }
private void Awake() { _triggerOverlap = GetComponent <TriggerOverlap>(); _triggerOverlap.OnTrigger += DamagePlayer; }