/// <summary> /// Use this for initialization /// </summary> void Start() { // start move timer moveTimer = gameObject.AddComponent <Timer>(); moveTimer.Duration = 1; moveTimer.AddTimerFinishedListener(HandleMoveTimerFinished); moveTimer.Run(); // start death timer deathTimer = gameObject.AddComponent <Timer>(); deathTimer.Duration = ConfigurationUtils.BallLifeSeconds; deathTimer.AddTimerFinishedListener(HandleDeathTimerFinished); deathTimer.Run(); // ball death support ballDied = new BallDied(); EventManager.AddBallDiedInvoker(this); // lost ball support ballLost = new BallLost(); EventManager.AddBallLostInvoker(this); // speedup effect support speedupTimer = gameObject.AddComponent <Timer>(); speedupTimer.AddTimerFinishedListener(HandleSpeedupTimerFinished); EventManager.AddSpeedupEffectListener(HandleSpeedupEffectActivatedEvent); rb2d = GetComponent <Rigidbody2D>(); }
/// <summary> /// Use this for initialization /// </summary> public virtual void Start() { // set number of points and hits the ball is worth if (ballType == BallType.Standard) { points = ConfigurationUtils.StandardPoints; hits = ConfigurationUtils.StandardHits; } else if (ballType == BallType.Bonus) { points = ConfigurationUtils.BonusPoints; hits = ConfigurationUtils.BonusHits; } // start move timer moveTimer = gameObject.AddComponent <Timer>(); moveTimer.Duration = 1; moveTimer.Run(); moveTimer.AddTimerFinishedListener(HandleMoveTimerFinished); // start death timer deathTimer = gameObject.AddComponent <Timer>(); deathTimer.Duration = ConfigurationUtils.BallLifeSeconds; deathTimer.Run(); deathTimer.AddTimerFinishedListener(HandleDeathTimerFinished); // save for efficiency rb2d = GetComponent <Rigidbody2D>(); // add as invoker of various events EventManager.AddBallLostInvoker(this); EventManager.AddBallDiedInvoker(this); }
/// <summary> /// Use this for initialization /// </summary> void Start() { // start move timer moveTimer = gameObject.AddComponent<Timer>(); moveTimer.AddTimerFinishedListener(HandleMoveTimerFInished); moveTimer.Duration = 1; moveTimer.Run(); // start death timer deathTimer = gameObject.AddComponent<Timer>(); deathTimer.AddTimerFinishedListener(HandleDeathTimerFinished); deathTimer.Duration = ConfigurationUtils.BallLifeSeconds; deathTimer.Run(); // work with speed up timer speedUpTimer = gameObject.AddComponent<Timer>(); speedUpTimer.AddTimerFinishedListener(HandleSpeedUpTimerFinished); EventManager.AddSpeedUpEffectListener(HandleSpeedUpEffectActivated); rigidbody2D = gameObject.GetComponent<Rigidbody2D>(); ballDied = new BallDied(); ballLost = new BallLost(); EventManager.AddBallDiedInvoker(this); EventManager.AddBallLostInvoker(this); }
BallDeadEvent ballDeadEvent = new BallDeadEvent(); // Initialize dead ball event public virtual void Start() { // Connet rigidbody2d to the ball rb2D = GetComponent <Rigidbody2D>(); // Sign score based on BallType if (currentBall == BallType.StandardBall) { hits = ConfigurationUtils.StandardBallHit; points = ConfigurationUtils.StandardBallScore; } else if (currentBall == BallType.BonusBall) { hits = ConfigurationUtils.BonusBallHit; points = ConfigurationUtils.BonusBallScore; } else { hits = 0; points = 0; } // Create and start timers deathTimer = gameObject.AddComponent <Timer>(); deathTimer.Duration = ConfigurationUtils.BallLifetime; deathTimer.Run(); deathTimer.AddTimerFinishedEventListener(RedrawBall); waitTimer = gameObject.AddComponent <Timer>(); waitTimer.Duration = ConfigurationUtils.BallWaittime; waitTimer.Run(); waitTimer.AddTimerFinishedEventListener(StartMoving); speedupTimer = gameObject.AddComponent <Timer>(); speedupTimer.AddTimerFinishedEventListener(SlowdownBalls); // Connect the invokers EventManager.AddScoreInvoker(this); EventManager.AddBallLostInvoker(this); EventManager.AddBallDeadInvoker(this); EventManager.AddSpeedupListener(SpeedupBalls); }
private void Awake() { ballLostEvent = new BallLost(); EventManager.AddBallLostInvoker(this); EventManager.AddGameEndedListener(OnGameEnded); }