예제 #1
0
 void Awake()
 {
     playerSprite   = GetComponent <SpriteRenderer>();
     rBody          = GetComponent <Rigidbody2D>();
     animator       = GetComponent <Animator>();
     gunSystem_Data = GetComponent <GunSystem>();
     Pause_Data     = GameObject.Find("GameComponent").GetComponent <Pause>();
 }
예제 #2
0
 public GunSpreadOverlay(IEntityManager entManager, IEyeManager eyeManager, IGameTiming timing, IInputManager input, IPlayerManager player, GunSystem system)
 {
     _entManager = entManager;
     _eye        = eyeManager;
     _input      = input;
     _timing     = timing;
     _player     = player;
     _guns       = system;
 }
예제 #3
0
    private void Start()
    {
        if (!gun)
        {
            gun = GetComponentInParent <GunSystem>();
        }

        gun.OnProjectileRaycast.AddListener(ShowTracer);
    }
예제 #4
0
 void Awake()
 {
     ropeJoint.enabled       = false;
     playerPosition          = transform.position;
     ropeHingeAnchorRb       = ropeHingeAnchor.GetComponent <Rigidbody2D>();
     ropeHingeAnchorSprite   = ropeHingeAnchor.GetComponent <SpriteRenderer>();
     ropeHingeAnchorParticle = ropeHingeAnchor.GetComponent <ParticleSystem>();
     activateOrNotGun        = this.GetComponent <GunSystem>();
     blinkData = GameObject.Find("E").GetComponent <Blink>();
 }
예제 #5
0
    private void Awake()
    {
        entities        = new List <Entity>();
        newEntities     = new Queue <Entity>();
        expiredEntities = new Queue <Entity>();

        entitySystem     = new EntitySystem(this);
        inputSystem      = new InputSystem(this);
        moveSystem       = new MoveSystem(this);
        controllerSystem = new ControllerSystem(this);
        gunSystem        = new GunSystem(this);
        bulletSystem     = new BulletSystem(this);
        buffSystem       = new BuffSystem(this);
        aiSystem         = new AISystem(this);
        levelSystem      = new LevelSystem(this);
    }
예제 #6
0
    private void Start()
    {
        gunSystem         = GetComponent <GunSystem>();
        lastFireState     = gunSystem.TriggerDown;
        rotationIncrement = angleDeltaPerShot / gunSystem.FireRate;

        //var AITargeting = GetComponent<AITargetingBehaviour>();

        //if (AITargeting)
        //{
        //    AITargeting.OnFiring.AddListener(Firing);
        //}
        //else
        //{

        //}

        currentRotationRate = state == SpinMode.AtSpeed ? rotationSpeedMultiplier : 0;
    }
예제 #7
0
 void Start()
 {
     healthandscore = GameObject.Find("Gobel").GetComponent <HealthandScore>();
     gunsystem      = GameObject.Find("Main Camera").GetComponent <GunSystem>();
     GameControl    = GameObject.Find("Main Camera").GetComponent <GameControl>();
 }
예제 #8
0
 private void Start()
 {
     controller = GetComponentInParent <VRTK_ControllerEvents>();
     gun        = GetComponentInChildren <GunSystem>();
 }
예제 #9
0
 // Use this for initialization
 void Start()
 {
     shootOrNot = GameObject.Find("Player").GetComponent <GunSystem>();
 }
예제 #10
0
 // Use this for initialization
 void Start()
 {
     gunSystem = GameManager.Instance.ThePlayer.GetComponent <GunSystem>();
 }