void Awake() { expositionText = GetComponentInChildren <Text>(); expositionPanelTimer = new ScaledTimer(expositionCountDown, false); expositonPanel = transform.GetChild(0).gameObject; image = GetComponent <RawImage>(); }
void Start() { // set start state CurrentState = StateDic[EnemyTankState.Patrol]; CurrentState.Enter(this); // init fire reload timer reloadTimer = new ScaledTimer(property.ReloadTime, false); }
void Awake() { controller = GetComponent <CharacterController>(); anim = GetComponent <Animator>(); jumpTimer = new ScaledTimer(attr.JumpIgnoreGroundTime); guardProps = new GuardProps(attr.GuardInitEnergy); Player.HurtStart += OnHurtStart; Player.HurtEnd += OnHurtEnd; }
override protected void Start( ) { base.Start( ); anim = GetComponent <Animation> ( ); timer = new ScaledTimer(stateDuration, false); rend = GetComponent <SpriteRenderer> ( ); bDisappear = IsDisappearAtFirst; rend.color = bDisappear ? new Color(1f, 1f, 1f, .25f) : Color.white; col.enabled = !bDisappear; }
public TankFire(ITankInput tankInput, Transform tankShootPoint, TankProperty property, Animator fireAnimator, Team team) { this.tankInput = tankInput; this.tankShootPoint = tankShootPoint; this.property = property; this.fireAnimator = fireAnimator; this.team = team; reloadTimer = new ScaledTimer(property.ReloadTime, false); Bullet = (GameObject)Resources.Load("prefabs/Bullet", typeof(GameObject)); }
virtual protected void Awake( ) { input = new PlayerInputAction( ); Timer = new ScaledTimer(fireRate); Cam = Camera.main; }
public SpaceMoveStrategy(ref MovementProps props, ref MovementAttr attr, Player player) : base(ref props, ref attr, player) { timer = new ScaledTimer(attr.SpaceJumpDuration); jumpFadeVel = attr.SpaceJumpVel / attr.SpaceJumpDuration; }
void Start() { CurrentState = StateDic[EnemyState.Patrol]; CurrentState.Enter(this); reloadTimer = new ScaledTimer(property.ReloadTime, false); }
void Start() { SetHpBarAlpha(ImgAlpha); showBarTime = new ScaledTimer(countTime, false); }
public ActionState(GameController controller) : base(controller) { timer = new ScaledTimer(); DomainEvents.Register <OnNodeDragEnd>(HandleNodeDragEnd); }
override protected void Start( ) { timer = new ScaledTimer(time); }
void Awake() { bulletDestroyTImer = new ScaledTimer(time); }
public PlayerAttack(Enemy parent) : base(parent) { reloadTimer = new ScaledTimer(parent.property.ReloadTime, false); }