Exemplo n.º 1
0
    void Start()
    {
        PushState(movementState); // go with movementstate for default?  for now...

        var go = GameObject.FindGameObjectWithTag("GameEventSystem");

        gameEventSystem = go.GetComponent <GameEventSystem>();

        gameEventSystem.Subscribe(this.gameObject, GameEventType.PathChanged, OnPathChange);
        gameEventSystem.Subscribe(this.gameObject, GameEventType.TurnEnded, OnTurnEnd);
    }
Exemplo n.º 2
0
    // Use this for initialization
    void Start()
    {
        var go = GameObject.FindGameObjectWithTag("GameEventSystem");

        gameEventSystem = go.GetComponent <GameEventSystem>();

        gameEventSystem.Subscribe(this.gameObject, GameEventType.PathChanged, PathChanged);
        gameEventSystem.Subscribe(this.gameObject, GameEventType.SpeedChanged, SpeedChanged);
        gameEventSystem.Subscribe(this.gameObject, GameEventType.ObjectPropertyChanged, DistanceChanged);
        gameEventSystem.Subscribe(this.gameObject, GameEventType.MoveStarted, MoveStarted);
        gameEventSystem.Subscribe(this.gameObject, GameEventType.TurnEnded, TurnEnded);
    }
Exemplo n.º 3
0
    // Use this for initialization
    void Start()
    {
        originalFixedDeltaTime = Time.fixedDeltaTime;

        var go = GameObject.FindGameObjectWithTag("GameEventSystem");

        gameEventSystem = go.GetComponent <GameEventSystem>();

        gameEventSystem.Subscribe(this.gameObject, GameEventType.BulletLifetimeOver, OnBulletLifeEnded);

        gameEventSystem.Subscribe(this.gameObject, GameEventType.SuccessfulArmorPenetration, OnSuccessfulArmorPenetration);
    }
Exemplo n.º 4
0
    // Use this for initialization
    void Start()
    {
        var go = GameObject.FindGameObjectWithTag("GameEventSystem");

        // I shouldn't do this here...
        gameEventSystem = go.GetComponent <GameEventSystem>();
        gameEventSystem.Subscribe(this.gameObject, GameEventType.TargetOrientationChanged, OnTargetChange);

        // TODO:  I shouldn't need these if I keep everything in local rotation
        gameEventSystem.Subscribe(this.gameObject, GameEventType.AttackModeLeft, OnLeavingAttackMode);
        gameEventSystem.Subscribe(this.gameObject, GameEventType.AttackModeEntered, OnLeavingAttackMode);

        ResetTargetRotations();

        selfColliders = this.GetComponentsInChildren <Collider>();
    }
Exemplo n.º 5
0
    //public float sensitivityX = 25F;
    //public float sensitivityY = 15F;

    //    public float minimumY = -60F;
    //public float maximumY = 60F;
    //float rotationY = 0F;

    // Use this for initialization
    void Start()
    {
        var go = GameObject.FindGameObjectWithTag("GameEventSystem");

        gameEventSystem = go.GetComponent <GameEventSystem>();

        gameEventSystem.Subscribe(this.gameObject, GameEventType.TurretOrientationChanged, OnTurretChange);
    }
Exemplo n.º 6
0
    // Use this for initialization
    void Start()
    {
        //if(tileMoveable != null)
        //{
        //    SetPositionAndDirection(tileMoveable.transform.position, tileMoveable.transform.forward);
        //}
        //else
        // {
        HideControls();
        //}


        var go = GameObject.FindGameObjectWithTag("GameEventSystem");

        gameEventSystem = go.GetComponent <GameEventSystem>();

        gameEventSystem.Subscribe(this.gameObject, GameEventType.SpeedChanged, DiscreteSpeedChanged);
        gameEventSystem.Subscribe(this.gameObject, GameEventType.MoveEnded, MoveEnded);
        gameEventSystem.Subscribe(this.gameObject, GameEventType.TurnEnded, TurnEnded);
    }