public MaceController(GameObject mace) { _joint = mace.GetComponent <HingeJoint2D>(); AddMotorForce(); _timeRemaining = new TimeRemaining(AddMotorForce, 4.4f, true); _timeRemaining.AddTimeRemaining(); }
private void Start() { _timePutToPool = new TimeRemaining(DestroyAmmunition, _timeToDestruct); _timePutToPool.AddTimeRemainingExecute(); InvokeRepeating(nameof(LossOfDamage), 0, 1); }
private void Start() { _destroyTimeRemaining = new TimeRemaining(DestroyAmmunition, _timeToDestruct); _destroyTimeRemaining.AddTimeRemaining(); _damageLowerTimeRemaining = new TimeRemaining(LossOfDamage, 1.0f, true); _damageLowerTimeRemaining.AddTimeRemaining(); }
public static void RemoveTimeRemainingFixedExecute(this ITimeRemaining value) { if (!_timeRemainingsFixedExecute.Contains(value)) { return; } _timeRemainingsFixedExecute.Remove(value); }
private void DeactivatePlayer() { _character.gameObject.SetActive(false); _character.transform.position = Vector3.zero; _character.transform.rotation = Quaternion.identity; _timeRemaining = new TimeRemaining(ActivatePlayer, _timeToReload, false); _timeRemaining.AddTimeRemaining(); }
public static void RemoveTimeRemainingExecute(this ITimeRemaining value) { if (!TimeRemainings.Contains(value)) { return; } TimeRemainings.Remove(value); }
public static void RemoveTimeRemaining(this ITimeRemaining value) { if (!_timeRemainings.Contains(value)) { return; } _timeRemainings.Remove(value); }
public static void AddTimeRemaining(this ITimeRemaining value) { if (_timeRemainings.Contains(value)) { return; } value.CurrentTime = value.Time; _timeRemainings.Add(value); }
public void AddTime(ITimeRemaining value) { //if (_timeRemainings.Contains(value)) //{ // return; //} TimeRemainings.Add(value); value.StartTimerEventHandler += ValueOnStartTimerEventHandler; }
protected virtual void Start() { //Destroy(gameObject, _timeToDestruct); _timeRemaining = new TimeRemaining(LossOfDamage, 1.0f, true); _timeRemaining.AddTimeRemaining(); //_timePutToPool.AddTimeRemaining(); }
public void RemoveTime(ITimeRemaining value) { if (!TimeRemainings.Contains(value)) { return; } TimeRemainings.Remove(value); value.StartTimerEventHandler -= ValueOnStartTimerEventHandler; }
public void Throw(Vector3 position, Vector3 velocity) { _core.position = position; _rigidbody.velocity = Vector2.zero; _rigidbody.angularVelocity = 0; Active(true); _rigidbody.AddForce(velocity, ForceMode2D.Impulse); _timeRemaining = new TimeRemaining(ReturnToPool, _config.LifeCoreTime, false); _timeRemaining.AddTimeRemaining(); }
protected override void Awake() { base.Awake(); _isReady = true; _mineDamage.PhysicalDamageValue = _physicalDamage; _mineDamage.MentalDamageValue = _mentalDamage; _mineDamage.ColdDamageValue = _coldDamage; _mineDamage.BulletEffect = 0; _timeRemaining = new TimeRemaining(() => Cooldown(), 3.0f); }
public void AddForce(Vector3 direction) { if (!Rigidbody) { return; } EnableRigidBody(); Rigidbody.AddForce(direction); _timePutToPool = new TimeRemaining(DestroyAmmunition, _timeToDestruct); _timePutToPool.AddTimeRemaining(); }
protected Weapon(GameObject weaponObject, PoolObjectAmmunition poolObject) { GameObject = weaponObject; Transform = weaponObject.transform; _weaponBehaviour = GameObject.GetComponent <WeaponBehaviour>(); _poolObject = poolObject; _timeRemainings = new HashSet <ITimeRemaining>(); _timeRemaining = new TimeRemaining(); AddTime(_timeRemaining); Initialization(); }
private void Start() { _timeRemaining = new TimeRemaining(ReadyShoot, _rechergeTime); for (var i = 0; i <= _countClip; i++) { AddClip(new Clip { CountAmmunition = Random.Range(_minCountAmmunition, _maxCountAmmunition) }); } ReloadClip(); }
private void Start() { _timeRemaining = new TimeRemaining(ReadyShoot, _rechergeTime); for (var i = 0; i <= _countClip; i++) { AddClip(new Clip { CountAmmunition = _maxCountAmmunition }); } ReloadClip(); _timeRemaining.AddTimeRemaining(); }
protected override void Awake() { base.Awake(); _updateConditionTimeRemaining = new TimeRemaining(() => UpdateCondition(), _updateConditonTime, true); _inviseOnDeathTimeRemaining = new TimeRemaining(() => InviseOnDeath(), 3.0f); _rangeAttackTimeRemaining = new TimeRemaining(() => RangeAttackSetReady(), _rangeAttackCooldownTime); _meleeAttackTimeRemaining = new TimeRemaining(() => MeleeAttackSetReady(), _meleeAttackCooldownTime); _chillTimeRemaining = new TimeRemaining(() => StartPatrol(), 3.0f); _vision = new Vision(); _agent = GetComponent <NavMeshAgent>(); SetCondition(Conditions.None); _updateConditionTimeRemaining.AddTimeRemaining(); }
public void AddTiming(TimeRemainingObject obj, ITimeRemaining timing) { if (_timeRemainings.ContainsKey(obj)) { _timeRemainings[obj].Add(timing); } else { _timeRemainings.Add(obj, new List <ITimeRemaining> { timing }); } }
public static void AddTimeRemaining(this ITimeRemaining value, float newTime = -1.0f) { if (_timeRemainings.Contains(value)) { return; } if (newTime >= 0) { value.Time = newTime; } value.CurrentTime = value.Time; _timeRemainings.Add(value); }
private void Start() { _timeRemaining = new TimeRemaining(ReadyShoot, _rechergeTime); for (var i = 0; i <= _countClip; i++) { AddClip(new Clip { CountAmmunition = Random.Range(_minCountAmmunition, _maxCountAmmunition) }); } ReloadClip(); pellets = new List <Quaternion>(_pelletCount); for (int i = 0; i < _pelletCount; i++) { pellets.Add(Quaternion.Euler(Vector3.zero)); } }
private void Start() { _weaponOwner = ServiceLocatorMonoBehaviour.GetService <CharacterController>().transform; Debug.Log($"У оружия {name} владелец {_weaponOwner.tag} "); _timeRemaining = new TimeRemaining(ReadyShoot, _rechargeTime); _reloadTimeRemaining = new TimeRemaining(ReloadClip, _reloadTime); if (!_unlimitedCharge) { Clip.TotalAmmunition = _startClip; } else { Clip.TotalAmmunition = 999; } Clip.VolumeAmmunition = _clipVolume; Clip.CountAmmunition = 0; ReloadClip(); }
public void Execute() { for (int i = 0; i < _timeRemainings.Count; i++) { ITimeRemaining obj = _timeRemainings[i]; obj.CurrentTime -= Time.deltaTime; if (obj.CurrentTime <= 0.0f) { obj.Method?.Invoke(); if (!obj.IsRepeating) { obj.RemoveTimeRemaining(); } else { obj.CurrentTime = obj.Time; } } } }
private void CompletedTimeRemaining(ITimeRemaining value) { value.IsTimeRemaining = true; }
private void Start() { Destroy(gameObject, _timeToDestruct); _timeRemaining = new TimeRemaining(LossOfDamage, 1.0f, true); _timeRemaining.AddTimeRemaining(); }
private void AddMotorForce() { _joint.useMotor = true; _timeRemaining = new TimeRemaining(StopMotorForce, 0.1f, false); _timeRemaining.AddTimeRemaining(); }
public void Initialize() { _timeRemaining = new TimeRemaining(Shoot, _config.SpawnCoreTime, true); _timeRemaining.AddTimeRemaining(); }
private void Start() { _timeRemaining = new TimeRemaining(LossOfDamage, 1.0f, true); _timeRemaining.AddTimeRemaining(); }