protected override void Awake() { base.Awake(); _SearchCollider = GetComponents <Collider>().First(x => x.isTrigger); _AlertRangeSq = AlertRange * AlertRange; _EscapeRangeSq = EscapeRange * EscapeRange; _AimCounter = new SemiAutoCounter(AimTime); InstructionBalancing.AddAction(this, PlayerShootableRayCast, PlayerVisibleCheckInterval); }
private void OnDisable() { InstructionBalancing.RemoveAction(this); }