Пример #1
0
 public override void Init(Enemy e, OnActionStateChanged onActionFinished)
 {
     base.Init(e, onActionFinished);
     anim           = e.anim;
     body           = e.body;
     projectilePool = projectilePrefab.GetComponent <Projectile>().GetObjectPooler();
     shootPointPos  = shootPoint.localPosition;
 }
Пример #2
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        public bool checkAllConditions;         // whether all conditions must be met for all of the actions to be executed

        public override void Init(Enemy e, OnActionStateChanged onActionFinished)
        {
            base.Init(e, onActionFinished);
            foreach (EnemyAction action in actions)
            {
                action.Init(e, onActionFinished);
            }
        }
Пример #3
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 public virtual void Init(Enemy e, OnActionStateChanged onActionFinished)
 {
     this.e = e;
     this.onActionFinished = onActionFinished;
     foreach (EnemyCondition condition in conditions)
     {
         condition.Init(this, e, e.player);
     }
 }
Пример #4
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 public override void Init(Enemy e, OnActionStateChanged onActionFinished)
 {
     base.Init(e, onActionFinished);
     body         = e.body;
     defaultSpeed = e.DEFAULT_SPEED;
 }
Пример #5
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 public override void Init(Enemy e, OnActionStateChanged onActionFinished)
 {
     base.Init(e, onActionFinished);
     anim         = e.anim;
     enemyManager = GetComponentInParent <EnemyManager>();
 }
Пример #6
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 public override void Init(Enemy e, OnActionStateChanged onActionFinished)
 {
     base.Init(e, onActionFinished);
     anim = e.anim;
 }
Пример #7
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 public override void Init(Enemy e, OnActionStateChanged onActionFinished)
 {
     base.Init(e, onActionFinished);
     sound = SoundManager.instance;
 }
Пример #8
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 public override void Init(Enemy e, OnActionStateChanged onActionFinished)
 {
     base.Init(e, onActionFinished);
     cam = CameraControl.instance;
 }
Пример #9
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 public override void Init(Enemy e, OnActionStateChanged onActionFinished)
 {
     base.Init(e, null);
 }
Пример #10
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 public override void Init(Enemy e, OnActionStateChanged onActionFinished)
 {
     base.Init(e, onActionFinished);
     e.healable = false;                                                 // healers cannot heal other healers
 }