/// <summary> /// Does all the initialization that cannot be done when the instance is being created. /// (Controllers may need Game to be initialized already which needs instances of players) /// </summary> public void Init(PlacementController placerNetwork, MoveController moveController, KillController killController, FlyingController flyingController) { this.placerNetwork = placerNetwork; this.moveController = moveController; this.killController = killController; this.flyingController = flyingController; }
/// <summary> /// Creates a Block handler. /// </summary> /// <param name="bb">BlockBehaviour object.</param> public FlyingSpiral(BlockBehaviour bb) : base(bb) { fc = bb.GetComponent <FlyingController>(); automaticToggle = automaticFieldInfo.GetValue(fc) as MToggle; toggleMode = toggleFieldInfo.GetValue(fc) as MToggle; reverseToggle = reverseFieldInfo.GetValue(fc) as MToggle; rigidbody = rigidbodyFieldInfo.GetValue(fc) as Rigidbody; }
public override void SafeAwake() { flyingController = GetComponent <FlyingController>(); SpeedSlider = flyingController.SpeedSlider; base.SafeAwake(); #if DEBUG ConsoleController.ShowMessage("风扇添加进阶属性"); #endif }
// Use this for initialization void Start() { rigid = gameObject.GetComponent<Rigidbody>(); flyCtrl = gameObject.GetComponentInParent<FlyingController>(); }
public override void SafeAwake() { base.SafeAwake(); flyingController = BB.GetComponent <FlyingController>(); FPLogic = flyingController.AddToggle("FPIO", "accept_fpio", false); }
/// <summary> /// Creates a Block handler. /// </summary> /// <param name="bb">BlockBehaviour object.</param> public FlyingSpiral(BlockBehaviour bb) : base(bb) { _fc = bb.GetComponent <FlyingController>(); _toggleMode = ToggleFieldInfo.GetValue(_fc) as MToggle; _rigidbody = RigidbodyFieldInfo.GetValue(_fc) as Rigidbody; }