public override void _Ready() { _owner = Owner as Node2D; _aiMovementComponent = GetNodeOrNull <AIMovementComponent>(_aiMovementComponentPath ?? string.Empty); _damageReceiverComponent = GetNodeOrNull <DamageReceiverComponent>(_damageReceiverComponentPath ?? string.Empty); _damageReceiverComponent?.Connect(nameof(DamageReceiverComponent.DamageReceived), this, nameof(OnDamageReceived)); }
public override void _Ready() { _velocityComponent = _velocityComponentPath != null?GetNode <VelocityComponent>(_velocityComponentPath) : null; _damageReceiverComponent = _damageReceiverComponentPath != null?GetNode <DamageReceiverComponent>(_damageReceiverComponentPath) : null; _damageReceiverComponent?.Connect(nameof(DamageReceiverComponent.DamageReceived), this, nameof(OnDamageReceived)); }
public override void _Ready() { _shadedNode = GetNodeOrNull <Node2D>(_shadedNodePath ?? string.Empty); if (_shadedNode != null) { _shadedNode.Material = _shaderMaterial; } _tween = GetNode <Tween>("Tween"); _damageReceiverComponent = GetNodeOrNull <DamageReceiverComponent>(_damageReceiverComponentPath ?? string.Empty); _damageReceiverComponent?.Connect(nameof(DamageReceiverComponent.DamageReceived), this, nameof(OnDamageReceived)); }