예제 #1
0
 private void Awake()
 {
     characterController = GetComponent <CharacterController>();
     animator            = GetComponent <Animator>();
     hunger       = GetComponent <HungerSystem>();
     healthsystem = GetComponent <HealthSystem>();
 }
예제 #2
0
 void Awake()
 {
     characterController = GetComponent <CharacterController>();
     animator            = GetComponent <Animator>();
     healthSystem        = GetComponent <HealthSystem>();
     hungerSystem        = GetComponent <HungerSystem>();
     backpack            = GetComponent <Backpack>();
 }
예제 #3
0
 private void Awake()
 {
     cc           = GetComponent <CharacterController>();
     healthSystem = GetComponent <HealthSystem>();
     hungerSystem = GetComponent <HungerSystem>();
     hungerSystem.SetHealthSystem(healthSystem);
     backpack = GetComponent <Backpack>();
 }
예제 #4
0
 private void Awake()
 {
     soundPlayer  = GetComponent <AudioSource>();
     isAlive      = true;
     punch        = arm.GetComponent <SphereCollider>();
     kick         = leg.GetComponent <SphereCollider>();
     cc           = GetComponent <CharacterController>();
     healthSystem = GetComponent <HealthSystem>();
     hungerSystem = GetComponent <HungerSystem>();
     hungerSystem.SetHealthSystem(healthSystem);
     backpack = GetComponent <Backpack>();
 }
예제 #5
0
 private void Start()
 {
     hungersystem = GetComponent <HungerSystem>();
 }
예제 #6
0
        public PerInitiativeFeature(GiveControlSystem giveControlSystem, StimuliSystem stimuliSystem,
                                    PreTurnSystem preTurnSystem, PostTurnSystem postTurnSystem,
                                    PresentSurroundingsSystem presentSurroundingsSystem, PositionStablenessSystem positionStablenessSystem,
                                    MoveHeldAlongSystem moveHeldAlongSystem, GameEventSystems gameEventFeature,
                                    AnyStatusChangedSystem statusChangedSystem, ControlledEntityChangedSystem controlledEntityChangedSystem,
                                    StatusCountdownSystem statusCountdownSystem, LoadViewSystem loadViewSystem,
                                    DestroyEntitySystem destroyEntitySystem, IntegrityChangedSystem integrityChangedSystem,
                                    ResolveAbilitiesPerTurnSystem resolveAbilitiesPerTurnSystem,
                                    PlayerInventoryChangedSystem playerInventoryChangedSystem, DeathClockSystem deathClockSystem, HungerSystem hungerSystem)
        {
            Add(loadViewSystem);

            Add(controlledEntityChangedSystem);
            Add(presentSurroundingsSystem);

            Add(resolveAbilitiesPerTurnSystem);
            Add(hungerSystem);
            Add(stimuliSystem);
            Add(preTurnSystem);

            Add(giveControlSystem);

            Add(positionStablenessSystem);
            Add(moveHeldAlongSystem);
            Add(postTurnSystem);
            Add(deathClockSystem);

            Add(integrityChangedSystem);
            Add(statusCountdownSystem);
            Add(statusChangedSystem);
            Add(playerInventoryChangedSystem);

            Add(destroyEntitySystem);
            Add(gameEventFeature);
        }