Пример #1
0
 public override void OnStateExit(State to_state)
 {
     OwnerMB.StopCoroutine(AcquireTargetLock());
     OwnerMB.StopCoroutine(Fire());
     ((UFO)Owner).ShutDownLaser();
     _has_fired = false;
 }
Пример #2
0
        public override void OnStateEnter(State from_state)
        {
            ((UFO)Owner).Speed = CHARGING_SPEED;

            ((UFO)Owner)._charging_flare_sprite.enabled = true;
            ((UFO)Owner)._charging_light.enabled        = true;
            ((UFO)Owner)._audio.pitch = UFO.CHARGING_PITCH;

            _time_started_charging = Time.time;
            _has_fired             = false;

#if DEVELOPMENT_BUILD
            if (CHARGING_TIME < TARGET_LOCK_TIME)
            {
                throw new UnityException("TARGET_LOCK_TIME must be less than CHARGING_TIME");
            }
#endif
            // Immediately acquire target lock, leading to firing
            OwnerMB.StartCoroutine(AcquireTargetLock());
        }
Пример #3
0
 /**************************************/
 public override void OnStateEnter(State from_state)
 {
     ((UFO)Owner).Speed = PASSIVE_SPEED;
 }