/* Functions */ private void Awake() { mShootAction = this.GetComponent <JCS_ShootAction>(); // override the shoot action. //mShootAction.OverrideShoot = true; }
/* Functions */ private void Awake() { this.mShootAction = this.GetComponent <JCS_ShootAction>(); mShootAction.CanShoot = false; // disable auto shoot be default mShootAction.AutoShoot = false; }
//======================================== // Unity's function //------------------------------ private void Awake() { mShootAction = this.GetComponent <JCS_ShootAction>(); mCursorShootAction = this.GetComponent <JCS_2DCursorShootAction>(); // overwrite both shoot action, // so they won't process the input. mShootAction.OverrideShoot = true; mCursorShootAction.OverrideShoot = true; mThread = new JCS_Vector <int>(); mTimers = new JCS_Vector <float>(); mShootCount = new JCS_Vector <int>(); mShootCounter = new JCS_Vector <int>(); mShootPos = new JCS_Vector <Vector3>(); mShootAngles = new JCS_Vector <Vector3>(); }
//======================================== // Unity's function //------------------------------ private void Awake() { mShootAction = this.GetComponent <JCS_ShootAction>(); // override the shoot effect in the base one. mShootAction.OverrideShoot = true; mThread = new JCS_Vector <int>(); mTimers = new JCS_Vector <float>(); mShootCount = new JCS_Vector <int>(); mShootCounter = new JCS_Vector <int>(); mShootPos = new JCS_Vector <Vector3>(); mTargetsPerSequence = new JCS_Vector <Transform>(); mShootDirection = new JCS_Vector <bool>(); // try to get the ability format. if (mAbilityFormat == null) { mAbilityFormat = this.GetComponent <JCS_AbilityFormat>(); } }
//======================================== // Unity's function //------------------------------ private void Awake() { mShootAction = this.GetComponent <JCS_ShootAction>(); mShootAction.OverrideShoot = true; }
//======================================== // Unity's function //------------------------------ private void Awake() { this.mShootAction = this.GetComponent <JCS_ShootAction>(); }