Пример #1
0
 public override void Setup()
 {
     base.Setup();
     State             = new ExploderState();
     State             = ExploderState.ActiveFollowingPlayer;
     myInteractionType = new InteractionType();
     myInteractionType = InteractionType.Explosion;
 }
Пример #2
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 //Initialize BehaviourFunction
 public void ActivatePursuit(Vector2 _target)
 {
     State  = ExploderState.PursuitingTarget;
     target = _target;
 }
Пример #3
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 public override void Reset()
 {
     rb.drag = 25;
     State   = ExploderState.ActiveFollowingPlayer;
 }
Пример #4
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 private void ToggleToActiveFollowingPlayer()
 {
     State = ExploderState.ActiveFollowingPlayer;
     MoveBackToPlayersArsenal = true;
 }
Пример #5
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 private void ToggleToUnactiveFollowingPlayer()
 {
     State = ExploderState.UnactiveFollowingPlayer;
     TimeingManager.SchoudleDelayedFunctionTrigger(RestoreToActiveDuration, ToggleToActiveFollowingPlayer);
 }
Пример #6
0
 private void ToggleToRecrationState()
 {
     State = ExploderState.Recreating;
     MoveOutFromInteractingWithEnemiesList = true;
     TimeingManager.SchoudleDelayedFunctionTrigger(RecratingDuration, ToggleToUnactiveFollowingPlayer);
 }
Пример #7
0
 //ToggleFunctions
 private void ToggleToExplosionState()
 {
     State = ExploderState.Exploding;
     MoveToInteractingWithEnemiesList = true;
     TimeingManager.SchoudleDelayedFunctionTrigger(ExplosionDuration, ToggleToRecrationState);
 }