Пример #1
0
    public override void Initialize(AbstractBoss boss)
    {
        base.Initialize(boss);

        Boss.AngularVelocity = 300f;
        _initialAcceleration = Boss.Acceleration;
    }
Пример #2
0
    public void Initialize()
    {
        if (!Boss)
        {
            Boss = FindObjectOfType <AbstractBoss>();
        }

        if (!Boss)
        {
            Debug.Log("No boss found");
        }
        else
        {
            Boss.OnDeath.AddListener(OnBossDeath);
        }

        _fsm = GetComponent <Animator>();

        Player.OnPlayerDeath.AddListener(OnPlayerDeath);

        BulletManager.LoadPatterns();
        BulletPhysics.OnCollision.AddListener(OnBulletCollision);

        CameraManager.OnCameraZoomFinished.AddListener(OnCameraZoomFinished);

        Reset();
    }
Пример #3
0
 public virtual void Initialize(AbstractBoss boss)
 {
     Boss = boss;
     CurrentBehaviourLife = InitialBehaviourLife;
     BehaviourEnded       = false;
     _isRunning           = false;
 }
Пример #4
0
    public void LoadBoss(EBoss BossType)
    {
        // TODO: Should create a new instance of a boss according to the given type
        var bossPrefab = BossStore.GetBossPrefab(BossType);

        if (bossPrefab)
        {
            var bossObject = Instantiate(bossPrefab);
            Boss = bossObject.GetComponent <AbstractBoss>();
        }
    }
    // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
    override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        Animator   = animator;
        StateInfo  = stateInfo;
        LayerIndex = layerIndex;

        Boss = animator.transform.parent.gameObject.GetComponent <AbstractBoss>();

        if (Boss == null)
        {
            Debug.LogError("No Boss found for this Behaviour.");
        }
    }
Пример #6
0
 public void Setup(AbstractBoss boss)
 {
     isBulletAlive = true;
     this.boss     = boss;
 }
Пример #7
0
 public void Initialize(AbstractBoss boss)
 {
     _boss = boss;
 }