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; }
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); } }
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); } }
public override void Init(Enemy e, OnActionStateChanged onActionFinished) { base.Init(e, onActionFinished); body = e.body; defaultSpeed = e.DEFAULT_SPEED; }
public override void Init(Enemy e, OnActionStateChanged onActionFinished) { base.Init(e, onActionFinished); anim = e.anim; enemyManager = GetComponentInParent <EnemyManager>(); }
public override void Init(Enemy e, OnActionStateChanged onActionFinished) { base.Init(e, onActionFinished); anim = e.anim; }
public override void Init(Enemy e, OnActionStateChanged onActionFinished) { base.Init(e, onActionFinished); sound = SoundManager.instance; }
public override void Init(Enemy e, OnActionStateChanged onActionFinished) { base.Init(e, onActionFinished); cam = CameraControl.instance; }
public override void Init(Enemy e, OnActionStateChanged onActionFinished) { base.Init(e, null); }
public override void Init(Enemy e, OnActionStateChanged onActionFinished) { base.Init(e, onActionFinished); e.healable = false; // healers cannot heal other healers }