private void AllAwake() { State = new CharacterState(); StateTransfer = new StateTransfer(_initState, _animator); Location = (IPlayerLocation) new Location(this); Location.InitializeFoot(_footCollider); Location.InitializeCenter(_centerCollider); Debuff = new Debuff(transform); Debuff.Register(DebuffType.Stun, _stunEffect); Debuff.Register(DebuffType.Heavy, _heavyEffect); Debuff.Register(DebuffType.Slow, _slowEffect); Stream = new PlayerStream(); Synchronizer.SetStream(Stream); Character = new Character2D(this); Stream.OnAnimationUpdated .Subscribe(state => StateTransfer.TransitTo(state)) .AddTo(gameObject); if (!PhotonView.isMine) { AudioEnvironment.DisableListener(); } }
void Awake() { Movement = new EnemyMovement(); Movement.SetMoveForce(Spd); Movement.SetJumpForce(400.0f); State = new CharacterState(); StateTransfer = new StateTransfer(_initState, _animator); Hp = new Hp(_enemyData.Hp); Debuff = new Debuff(transform); Debuff.Register(DebuffType.Stun, _stunEffect); Debuff.Register(DebuffType.Heavy, _heavyEffect); Debuff.Register(DebuffType.Slow, _slowEffect); Debuff.Register(DebuffType.Slip, _slipEffect); Debuff.Register(DebuffType.Ice, _iceEffect); FixSpd = new ReactiveCollection <FixSpd>(); Location = (IEnemyLocation) new Location(this); Location.InitializeFoot(_footCollider); DamageReactor = new DamageReactor(this); DamageReactor.SetSlot(new LevelResistance(_level)); Character = new Character2D(this); }