private bool block = false;//avoid taking damage in triggerevent void Awake() { updateReferences(); cooldowns = new List <Coroutine>(); RotationPattern rotationPattern = new RotationPattern(this); CyclicPattern cyclicPattern = new CyclicPattern(this); WavePattern wavePattern = new WavePattern(this); patternsAvailable.Add("RotationPattern", rotationPattern); patternsAvailable.Add("CyclicPattern", cyclicPattern); patternsAvailable.Add("WavePattern", wavePattern); EventManager.StartListening("OnSurvivalPhase", goVulnerable); EventManager.StartListening("OnCounterPhase", goInvicible); //Pause between each phase EventManager.StartListening("OnSurvivalPhase", onChangingPhase); EventManager.StartListening("OnCounterPhase", onChangingPhase); EventManager.StartListening("OnAdaptationPhase", onChangingPhase); cc = GetComponent <CircleCollider2D>(); //coroutine = SelectingPaterns(); weakPoint = transform.Find("WeakPoint"); }
void Awake() { updateReferences(); cooldowns = new List <Coroutine>(); RotationPattern rotationPattern = new RotationPattern(this); CyclicPattern cyclicPattern = new CyclicPattern(this); WavePattern wavePattern = new WavePattern(this); LaserPattern laserPattern = new LaserPattern(this); patternsAvailable.Add("RotationPattern", rotationPattern); patternsAvailable.Add("CyclicPattern", cyclicPattern); patternsAvailable.Add("WavePattern", wavePattern); patternsAvailable.Add("LaserPattern", laserPattern); //Take damage or not EventManager.StartListening("OnSurvivalPhase", goVulnerable); EventManager.StartListening("OnCounterPhase", goInvicible); EventManager.StartListening("OnCounterPhase", growWeakPoint); EventManager.StartListening("OnAdaptationPhase", goInvicible); //Pause between each phase EventManager.StartListening("OnSurvivalPhase", onChangingPhase); EventManager.StartListening("OnCounterPhase", onChangingPhase); EventManager.StartListening("OnAdaptationPhase", onChangingPhase); //Rotating or not EventManager.StartListening("OnSurvivalPhase", restrictMovement); EventManager.StartListening("OnCounterPhase", allowMovement); EventManager.StartListening("OnAdaptationPhase", restrictMovement); EventManager.StartListening("OutroOver", doExplode); EventManager.StartListening("EndGame", willExplode); EventManager.StartListening("IntroOver", stopRrrr); cc = GetComponent <CircleCollider2D>(); //coroutine = SelectingPaterns(); GetComponent <SpriteRenderer>().sprite = sleepingSprite; weakPoint = transform.Find("WeakPoint"); }