public AbilityUpdater() { sleeper = new Sleeper(); allyAbilitiesData = new AllyAbilities(); enemyAbilitiesData = new EnemyAbilities(); Game.OnUpdate += OnUpdate; ObjectManager.OnRemoveEntity += OnRemoveEntity; }
// Use this for initialization void Awake() { stateMan = GetComponent <EnemyStateManager>(); aimIk = GetComponent <AimIK>(); equipMan = GetComponent <EnemyEquipmentManager>(); abilities = GetComponent <EnemyAbilities>(); //条件を否定 ignoreMask = ~ignoreMask; }
public AbilityUpdater() { allyAbilitiesData = new AllyAbilities(); enemyAbilitiesData = new EnemyAbilities(); Menu.UsableAbilities.AddAbility(AbilityNames.GoldSpender, AbilityType.Counter, false); Debugger.WriteLine("* Evader =>"); Debugger.WriteLine("* Total abilities countered: " + enemyAbilitiesData.EvadableAbilities.Count); Debugger.WriteLine("* Total usable blink abilities: " + allyAbilitiesData.BlinkAbilities.Count); Debugger.WriteLine("* Total usable counter abilities: " + allyAbilitiesData.CounterAbilities.Count); Debugger.WriteLine("* Total usable disable abilities: " + allyAbilitiesData.DisableAbilities.Count); UpdateManager.BeginInvoke(OnUpdate); ObjectManager.OnRemoveEntity += OnRemoveEntity; Entity.OnInt64PropertyChange += EntityOnOnInt64PropertyChange; }
public AbilityUpdater() { sleeper = new Sleeper(); allyAbilitiesData = new AllyAbilities(); enemyAbilitiesData = new EnemyAbilities(); Menu.UsableAbilities.AddAbility(AbilityNames.GoldSpender, AbilityType.Counter); GoldSpender = new GoldSpender(); Debugger.WriteLine("* Evader =>"); Debugger.WriteLine("* Total abilities countered: " + enemyAbilitiesData.EvadableAbilities.Count); Debugger.WriteLine("* Total usable blink abilities: " + allyAbilitiesData.BlinkAbilities.Count); Debugger.WriteLine("* Total usable counter abilities: " + allyAbilitiesData.CounterAbilities.Count); Debugger.WriteLine("* Total usable disable abilities: " + allyAbilitiesData.DisableAbilities.Count); sleeper.Sleep(1000); GameDispatcher.OnUpdate += OnUpdate; ObjectManager.OnRemoveEntity += OnRemoveEntity; }
private void Start() { if (AggroTrigger == null) { enemyActive = false; return; } enemyAbilities = GetComponent <EnemyAbilities>(); triggerRange = AggroTrigger.GetComponent <SphereCollider>().radius; _abilities = enemyAbilities.GetAbilities(); agent = GetComponent <NavMeshAgent>(); OnAggro += OnAggroEnter; AggroTrigger.SetDelegate(OnAggro); _playersInside = new List <Aggro>(); StartCoroutine(ManageAggro()); }
// Use this for initialization private void Awake() { equipMan = GetComponent <EnemyEquipmentManager>(); abilities = GetComponent <EnemyAbilities>(); stateMan = GetComponent <EnemyStateManager>(); }