예제 #1
0
 protected override void Awake()
 {
     base.Awake();
     _Collider         = GetComponent <Collider>();
     _Collider.enabled = false;
     _RiseCounter      = new AutoCounter(this, RiseTime);
     _LifeCounter      = new AutoCounter(this, LifeTime).OnComplete(UnRise).Complete(false);
 }
예제 #2
0
 private void Awake()
 {
     _Targets = (from Transform t
                 in TargetContainer
                 select t.GetComponent <SpotShootingTarget>()).ToArray();
     PublicEvents.SpotShootingTargetHit.AddListener(TargetHit);
     PublicEvents.GameStart.AddListener(GameStart);
     _NextTargetCounter = new AutoCounter(this, RiseInterval).OnComplete(RiseNextTarget).Complete(false);
     _TurnCounter       = new AutoCounter(this, TurnTime).OnComplete(GameEnd).Complete(false);
 }
예제 #3
0
 //todo 中途离开
 private void Awake()
 {
     PublicEvents.GameRequest.AddListener((x, y) =>
     {
         if (x != GameType)
         {
             return;
         }
         _Requested = y;
     });
     PublicEvents.GameEnd.AddListener(GameEnd);
     _DelayCounter = new AutoCounter(this, DelayTime).OnComplete(GameStartDelayCompleted).Complete(false);
 }
예제 #4
0
        private void Awake()
        {
            PublicEvents.FlyingSaucerHit.AddListener(SaucerHit);


            BatterFadeCounter = new AutoCounter(this, BatterFadeTime).OnComplete(() =>
            {
                _Batter = 0;
                BroadCastData();
            });

            TurnCounter = new AutoCounter(this, TurnTime)
                          .OnComplete(() => GameEnd(true)).Complete(false);

            Instance = this;

            PublicEvents.GameStart.AddListener(GameStart);
            PublicEvents.GameStartDelay.AddListener(GameStartDelay);
        }
예제 #5
0
 private void Awake()
 {
     Instance      = this;
     _BulletHoles  = new PipelineQueue <BulletHole>(HolesLimit);
     _ClearCounter = new AutoCounter(this, ClearTime).OnComplete(Clear);
 }