void Start() { _reloadInterface = FindObjectOfType <ReloadBar>(); _granadeCount = 3; _poolHolder = new GameObject("GranedePool"); gun = GetComponentInChildren <GunClass>(); }
public virtual void Start() { source = GetComponent <AudioSource>(); curAmmo = ammoAmount; reloadBar = this.GetComponentInParent <ReloadBar>(); currentPlayer = this.transform.parent.parent.gameObject; }
protected virtual void Start() { _rb = GetComponent <Rigidbody2D>(); _source = GetComponent <AudioSource>(); _anim = GetComponent <Animator>(); _gun = GetComponentInChildren <GunClass>(); _reloadInterface = FindObjectOfType <ReloadBar>(); }
virtual protected void Start() { _camera = FindObjectOfType <Camera>(); _reloadInterface = FindObjectOfType <ReloadBar>(); _sprite = GetComponent <SpriteRenderer>(); _playerSprite = FindObjectOfType <PlayerClass>().GetComponent <SpriteRenderer>(); _animator = GetComponent <Animator>(); _playerRb = _playerSprite.GetComponent <Rigidbody2D>(); _playerAnimator = _playerSprite.GetComponent <Animator>(); _source = GetComponent <AudioSource>(); _delay = _shootDelay; _bulletSpawnPosition = transform.GetChild(0).transform; _canShoot = true; }
public CodeEditor(Form parentForm, ILogger logger) { // The InitializeComponent() call is required for Windows Forms designer support. InitializeComponent(); FParentForm = parentForm; Logger = logger; TextEditorProperties.MouseWheelTextZoom = false; TextEditorProperties.LineViewerStyle = SD.LineViewerStyle.FullRow; TextEditorProperties.ShowMatchingBracket = true; TextEditorProperties.AutoInsertCurlyBracket = true; // Backup some defaults FDefaultFormattingStrategy = Document.FormattingStrategy; // Setup bars FSearchBar = new SearchBar(this); Controls.Add(FSearchBar); FReloadBar = new ReloadBar(this); FReloadBar.Dock = DockStyle.Top; Controls.Add(FReloadBar); // Setup selection highlighting ActiveTextAreaControl.SelectionManager.SelectionChanged += FTextEditorControl_ActiveTextAreaControl_SelectionManager_SelectionChanged; ActiveTextAreaControl.TextArea.Resize += FTextEditorControl_ActiveTextAreaControl_TextArea_Resize; TextChanged += TextEditorControlTextChangedCB; // Start parsing after 500ms have passed after last key stroke. FTimer = new System.Windows.Forms.Timer(); FTimer.Interval = 500; FTimer.Tick += TimerTickCB; // Setup actions var redo = editactions[Keys.Control | Keys.Y]; editactions[Keys.Control | Keys.Shift | Keys.Z] = redo; editactions.Remove(Keys.Control | Keys.Y); var indentSelectionAction = new IndentSelectionAction(); indentSelectionAction.Keys = new Keys[] { Keys.Control | Keys.I }; editactions[indentSelectionAction.Keys[0]] = indentSelectionAction; }
public override void _Ready() { base._Ready(); _camera = GetNode <Camera2D>("Camera2D"); _reloadBar = GetNode <ReloadBar>("ReloadBar"); _reloadBar.Connect(nameof(ReloadBar.ReloadFinished), this, nameof(OnReloadBarFinished)); _hitBox.Connect("area_entered", this, nameof(OnHitBoxAreaEntered)); _timeIndicator = GetNode <TimeIndicator>("TimeIndicator"); _currentWeapon = GetNode <WeaponBase>("Weapon"); UpdateHUD(); AddChild(_dashTimer); GameManager.Instance.SceneManager.Connect(nameof(SceneManager.OnLevelChange), this, nameof(OnLevelChange)); }
protected override void Dispose(bool disposing) { if (!IsDisposed) { if (disposing) { CloseCodeCompletionWindow(this, EventArgs.Empty); CloseInsightWindow(this, EventArgs.Empty); if (FTimer != null) { FTimer.Tick -= TimerTickCB; FTimer.Dispose(); FTimer = null; } if (FSearchBar != null) { FSearchBar.Dispose(); FSearchBar = null; } if (FReloadBar != null) { FReloadBar.Dispose(); FReloadBar = null; } TextChanged -= TextEditorControlTextChangedCB; ActiveTextAreaControl.TextArea.Resize -= FTextEditorControl_ActiveTextAreaControl_TextArea_Resize; ActiveTextAreaControl.SelectionManager.SelectionChanged -= FTextEditorControl_ActiveTextAreaControl_SelectionManager_SelectionChanged; TextDocument = null; } } base.Dispose(disposing); }