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); }
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); }
//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); }
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); }
private void Awake() { Instance = this; _BulletHoles = new PipelineQueue <BulletHole>(HolesLimit); _ClearCounter = new AutoCounter(this, ClearTime).OnComplete(Clear); }