private void Start() { // Go through all the Reactions and call their Init function. for (int i = 0; i < reactions.Length; i++) { CallbackReaction callbackReaction = reactions[i] as CallbackReaction; if (callbackReaction) { callbackReaction.Init(); continue; } // The DelayedReaction 'hides' the Reaction's Init function with it's own. // This means that we have to try to cast the Reaction to a DelayedReaction and then if it exists call it's Init function. // Note that this mainly done to demonstrate hiding and not especially for functionality. DelayedReaction delayedReaction = reactions[i] as DelayedReaction; if (delayedReaction) { delayedReaction.Init(); continue; } reactions[i].Init(); } }
private void Start() { for (int i = 0; i < reactions.Length; i++) { DelayedReaction delayedReaction = reactions[i] as DelayedReaction; if (delayedReaction != null) { delayedReaction.Init(); } else { reactions[i].Init(); } } }
public void Init(MonoBehaviour mono) { for (int i = 0; i < reactions.Length; i++) { DelayedReaction delayed = reactions[i] as DelayedReaction; if (delayed) { delayed.Init(mono); } else { reactions[i].Init(); } } }
//Looks through all the reactions and calls their init function private void Start() { for (int i = 0; i < reactions.Length; i++) { //Delayedreaction => function hiding DelayedReaction delayedReaction = reactions[i] as DelayedReaction; if (delayedReaction) { delayedReaction.Init(); } else { reactions[i].Init(); } } }
// nie bedziemy przechowywac tablic zlozonych z animacji, dzwieku czy tekstu // ale prosta tablice reakcji i osiagamy to dzieki polimorfizmowi // zakladam ze nie musze tlumaczyc jak dziala dziedziczenie i polimorfizm private void Start() // start function gonna loop through all of the reactions // i ona wyzwali ich initialization function { for (int i = 0; i < reactions.Length; i++) { DelayedReaction delayedReaction = reactions[i] as DelayedReaction; if (delayedReaction) { delayedReaction.Init(); } else { reactions[i].Init(); } } }
private void Start() { audioSourceForTalk = GameObject.Find("EffectSound_For_Click").GetComponent <AudioSource>(); audioClipForTalk = Resources.Load <AudioClip>("AudioResource/EffectSound/S_Click"); for (int i = 0; i < reactions.Length; i++) { DelayedReaction delayedReaction = reactions[i] as DelayedReaction; if (delayedReaction) { delayedReaction.Init(); } else { reactions[i].Init(); } } }
// Use this for initialization private void Start() { // Go through all Reactions for (int i = 0; i < reactions.Length; i++) { // (Function Hiding) Cast As Delayed Reaction DelayedReaction delayedReaction = reactions[i] as DelayedReaction; // If there is a DelayedReaction if (delayedReaction) { // Initialize the DelayedReaction delayedReaction.Init(); // Otherwise: } else { // Initialize the Reaction reactions[i].Init(); } } }
public void InitIndex() { startIndex = 0; for (int i = 0; i < reactions.Length; i++) { DelayedReaction delayedReaction = reactions[i] as DelayedReaction; if (delayedReaction) { delayedReaction.Init(); } else { reactions[i].Init(); } } if (FSLocator.textDisplayer != null) { FSLocator.textDisplayer.reactionButton.onClick.RemoveAllListeners(); } }