예제 #1
0
        protected override void Enter()
        {
            EnemyAddedSignal.AddListener(EnemyAddedHandler);

            EnemyFireController.Init();
            InputController.Init();
            base.Enter();
        }
예제 #2
0
        protected override void Exit()
        {
            EnemyAddedSignal.RemoveListener(EnemyAddedHandler);

            EnemyFireController.Destroy();
            InputController.Destroy();
            base.Exit();
        }
예제 #3
0
 void Start()
 {
     hasWavesLeft1           = true;
     hasWavesLeft2           = true;
     hasWavesLeft3           = true;
     createdEnemiesPerWaves1 = amountEnemyPerWaves1;
     createdEnemiesPerWaves2 = amountEnemyPerWaves2;
     createdEnemiesPerWaves3 = amountEnemyPerWaves3;
     enemyCreationTimer      = 0;
     enemyFireController     = GetComponent <EnemyFireController>();
 }
예제 #4
0
    // Update is called once per frame
    void Update()
    {
        if (SkillAvailable())
        {
            lastUsedTime = Time.timeSinceLevelLoad;

            Vector3             position          = transform.position;
            Quaternion          rotation          = transform.rotation;
            GameObject          fireball          = (GameObject)Instantiate(fireBall, position, Quaternion.identity);
            EnemyFireController ef                = fireball.GetComponent <EnemyFireController>();
            Vector3             fireballDirection = rotation * Vector3.forward;
            ef.SetDirection(fireballDirection);
        }
    }
예제 #5
0
 // Use this for initialization
 void Start()
 {
     reset ();
     fireController = GetComponent<EnemyFireController> ();
 }
예제 #6
0
 void Start()
 {
     scoreController     = FindObjectOfType <ScoreController>();
     enemyFireController = FindObjectOfType <EnemyFireController>();
 }
예제 #7
0
 // Use this for initialization
 void Start()
 {
     reset();
     fireController = GetComponent <EnemyFireController> ();
 }