private void OnEnable() { _state = KniveState.Sleeping; _view.FadeIn(); Messenger.AddListener(Signals.ThrowKnive(), OnAttack); Messenger.AddListener <bool>(Signals.GameResultPhase(), OnGameResult); transform.position = _gameControllerSettings.WeaponSettings.SpawnPosition; }
private void OnAttackFaied() { move.Kill(); _view.FailedAnimation(); _state = KniveState.FinishedAttack; Messenger.Broadcast(Signals.AttackFailed()); }
private void OnAttack() { if (_state != KniveState.Sleeping) { return; } _state = KniveState.Attacking; Messenger.Broadcast(Signals.StartAttack()); move = _body.DOMove(_gameControllerSettings.TargetSettings.Position, 0.1f) .SetEase(Ease.Linear) .OnComplete(() => { _state = KniveState.FinishedAttack; OnAttackSucceded(); } ); }
private void OnAttackSucceded() { move.Kill(); _state = KniveState.FinishedAttack; Messenger.Broadcast(Signals.AttackSucces()); }