protected override void Enter() { EnemyAddedSignal.AddListener(EnemyAddedHandler); EnemyFireController.Init(); InputController.Init(); base.Enter(); }
protected override void Exit() { EnemyAddedSignal.RemoveListener(EnemyAddedHandler); EnemyFireController.Destroy(); InputController.Destroy(); base.Exit(); }
void Start() { hasWavesLeft1 = true; hasWavesLeft2 = true; hasWavesLeft3 = true; createdEnemiesPerWaves1 = amountEnemyPerWaves1; createdEnemiesPerWaves2 = amountEnemyPerWaves2; createdEnemiesPerWaves3 = amountEnemyPerWaves3; enemyCreationTimer = 0; enemyFireController = GetComponent <EnemyFireController>(); }
// 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); } }
// Use this for initialization void Start() { reset (); fireController = GetComponent<EnemyFireController> (); }
void Start() { scoreController = FindObjectOfType <ScoreController>(); enemyFireController = FindObjectOfType <EnemyFireController>(); }
// Use this for initialization void Start() { reset(); fireController = GetComponent <EnemyFireController> (); }