public PickUpDetails( double respawnTime, SpawnBehaviour spawnBehaviour, HitBehaviour hitBehaviour ) { this.respawnTime = respawnTime; this.spawnBehaviour = spawnBehaviour; this.hitBehaviour = hitBehaviour; }
// Use this for initialization void Start() { cc = GameObject.FindWithTag("CameraController").GetComponent <CameraController> (); hb = GameObject.FindWithTag("Club").GetComponent <HitBehaviour> (); powerResult = 0f; powerX = defaultPowerx; powerY = defaultPowery; powerZ = defaultPowerz; setPowerTextZ(); }
public SpellDetails( double maxDistance, double cooldown, int speed, double channelTime, bool ignoreDrawDepth, UpdateBehaviour updateBehaviour, HitBehaviour hitBehaviour ) { this.maxDistance = maxDistance; this.cooldown = cooldown; this.speed = speed; this.channelTime = channelTime; this.ignoreDrawDepth = ignoreDrawDepth; this.updateBehaviour = updateBehaviour; this.hitBehaviour = hitBehaviour; }
/// <summary> Awakes this object. </summary> protected override void Awake() { base.Awake(); HitBehaviour = Animator.GetBehaviour <HitBehaviour>(); }
// Initialize the pickup public void Initialize( int ID ) { this.PickupID = ID; respawnTime = Details[ID].respawnTime; respawnTimer = 0; onHit = Details[ID].hitBehaviour; currentStatus = PickUpStatus.RESPAWNING; // Set the pickup to be active Active = true; }