float waiting = 1; // 바로 삭제되지 않고 1초 대기. 이미지 랜더링 될 수 있으니 ... public player_effect(ref Platformer.Mechanics.PlayerController _pc, enumPlayerEffectType _type, float _value = 0, float _time = 0) { pc = _pc; effectType = _type; time_to_keep = _time; value = _value; }
public void Start() { weaponGO.SetActive(true); playerController = GetComponent <Platformer.Mechanics.PlayerController>(); playerWeaponController = GetComponent <PlayerWeaponController>(); audioSource = GetComponent <AudioSource>(); audioSource.clip = clip; }
private void Start() { disableHover(); selectorCanvas.SetActive(false); confirmButton.onClick.AddListener(SelectionConfirmed); badWeaponButton.onClick.AddListener(BadWeaponSelected); goodWeaponButton.onClick.AddListener(GoodWeaponSelected); playerController = player.GetComponent <Platformer.Mechanics.PlayerController>(); }
public void Set(ref Platformer.Mechanics.PlayerController _pc, enumPlayerEffectType _type, float _value = 0, float _time = 0) { pc = _pc; effectType = _type; time_to_keep = _time; value = _value; deleted = false; bDeleteNow = false; waiting = 1; // 바로 삭제되지 않고 1초 대기. 이미지 랜더링 될 수 있으니 ... }
private void Awake() { pc = gameObject.GetComponent <Platformer.Mechanics.PlayerController>(); peMap = new Dictionary <player_effect.enumPlayerEffectType, player_effect>(); }
public player_effect_damage(ref Platformer.Mechanics.PlayerController _pc, enumPlayerEffectType _type, float _value = 0, float _time = 0) : base(ref _pc, _type, _value, _time) { }