protected virtual void Awake() { // check to see if the model variable is empty if (!model) { // if it is then get the model attached to the current GameObject model = this.gameObject.GetComponent <AimProxyModel>(); } }
protected virtual void Awake() { // check to see if the model variable is empty if (!model) { // if it is then get the model attached to the current GameObject model = this.gameObject.GetComponent <AimProxyModel>(); } // subscribe to even that updates model.onProgressUpdated += ChangePosition; }
protected virtual void Awake() { // check to see if the model variable is empty if (!model) { // if it is then get the model attached to the current GameObject model = this.gameObject.GetComponent <AimProxyModel>(); } KeyboardInputObserver.onKeyDown += (KeyboardInputParameters param) => { if (param.keyCode == KeyCode.I) { model.StartProgressUpdateLoop(); } }; KeyboardInputObserver.onKeyUp += (KeyboardInputParameters param) => { if (param.keyCode == KeyCode.I) { model.EndProgressUpdateLoop(); } }; }