/// <summary> /// Initialize the default values. /// </summary> protected override void Awake() { base.Awake(); // The item may have been added at runtime in which case the look source has already been populated. var characterLocomotion = m_Character.GetCachedComponent <UltimateCharacterLocomotion>(); m_LookSource = characterLocomotion.LookSource; m_UseAnimatorAudioStateSet.DeserializeAnimatorAudioStateSelector(m_Item, characterLocomotion); m_UseAnimatorAudioStateSet.Awake(m_Item.gameObject); m_AttributeManager = GetComponent <AttributeManager>(); if (m_AttributeManager != null) { m_UseAttribute = m_AttributeManager.GetAttribute(m_UseAttributeName); if (m_UseAttribute != null) { EventHandler.RegisterEvent(m_UseAttribute, "OnAttributeReachedDestinationValue", UseDepleted); } } m_CharacterUseAttributeManager = m_Character.GetCachedComponent <AttributeManager>(); if (m_CharacterUseAttributeManager != null) { m_CharacterUseAttribute = m_CharacterUseAttributeManager.GetAttribute(m_CharacterUseAttributeName); } m_NextAllowedUseTime = Time.time; EventHandler.RegisterEvent <ILookSource>(m_Character, "OnCharacterAttachLookSource", OnAttachLookSource); }
/// <summary> /// Initialize the default values. /// </summary> protected override void Awake() { base.Awake(); m_AttributeManager = GetComponent <AttributeManager>(); if (!string.IsNullOrEmpty(m_DurabilityAttributeName)) { if (m_AttributeManager == null) { Debug.LogError("Error: The shield " + m_GameObject.name + " has a durability attribute specified but no Attribute Manager component."); } else { m_DurabilityAttribute = m_AttributeManager.GetAttribute(m_DurabilityAttributeName); if (m_DurabilityAttribute != null) { EventHandler.RegisterEvent(m_DurabilityAttribute, "OnAttributeReachedDestinationValue", DurabilityDepleted); } } } m_ImpactAnimatorAudioStateSet.DeserializeAnimatorAudioStateSelector(m_Item, m_Character.GetCachedComponent <UltimateCharacterLocomotion>()); m_ImpactAnimatorAudioStateSet.Awake(m_Item.gameObject); EventHandler.RegisterEvent <bool, bool>(m_Character, "OnAimAbilityStart", OnAim); }