private void OnPlayerSpawn(PlayerUnit player) { for (int i = 0; i < playerDependend.Length; i++) { IUIFromPlayer uiFromPlayer = playerDependend[i]; uiFromPlayer.Initialize(player); } }
public void Initialize(PlayerUnit player) { baseWeapon = player.AimController.CurrentWeapon; if(updateRoutine!=null) StopCoroutine(updateRoutine); updateRoutine = StartCoroutine(UpdateCoroutine()); }
public void Initialize(PlayerUnit player) { if(healthAttribute != null) healthAttribute.OnAttributeChange -= OnAttributeChange; currentPlayer = player; healthAttribute = currentPlayer.AttributePool.GetAttribute(AttributeType.Health); healthAttribute.OnAttributeChange += OnAttributeChange; OnAttributeChange(healthAttribute.MaxValue, healthAttribute.CurrentValue); }
protected abstract void OnPicked(PlayerUnit playerUnit);
protected override void OnPicked(PlayerUnit playerUnit) { playerUnit.AimController.CurrentWeapon.AddAmmo(ammoAmount); }
private void OnPlayerSpawn(PlayerUnit player) { playerTransform = player.transform; }
private void OnSightTriggerVolumeExit(TriggerVolume volume, Collider collider) { currentTarget = null; ChangeStateTo(BehaviorState.Patrolling); }
private void OnSightTriggerVolumeEnter(TriggerVolume volume, Collider collider) { currentTarget = collider.GetComponent<PlayerUnit>(); ChangeStateTo(BehaviorState.SeekingTarget); }