public void SilenceMinion()
 {
     silence   = true;
     text      = "";
     awaken    = new Awaken();
     lifeSteal = false;
     block     = false;
     charge    = false;
     taunt     = false;
     mPass     = new minionPassive();
 }
    public Awaken getAwaken(string id)
    {
        if (id == "test")
        {
            a      = new TestAwaken();
            a.type = "target";
        }

        if (id == "graveRob")
        {
            a      = new mpGraveRob();
            a.type = "play";
        }

        return(a);
    }
示例#3
0
 protected virtual void Awake()
 {
     // 登録済みの GameObject にアタッチされている全ての IObservableAwakeMonoBehaviour Component から登録
     this.PreAwakeGameObjectList.SelectMany(x => x.GetComponents <IObservableAwakeMonoBehaviour>()).ToList().ForEach(x => this.OnAwakeObservableList.Add(x.OnAwakeAsObservable()));
     // 登録済みの ObservableLifecycleMonoBehaviour Component から登録
     this.PreAwakeComponentList.ForEach(x => this.OnAwakeObservableList.Add(x.OnAwakeAsObservable()));
     // 全ての先読み MonoBehaviour の Awake() 呼び出しが完了したら処理を行う
     this.OnAwakeObservableList
     .WhenAll()
     .Subscribe(
         (_) => {
         this.OnAwake();
         Awaken.OnNext(this);
         Awaken.OnCompleted();
     }
         );
 }
示例#4
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 private void Awaken(Awaken obj)
 {
     _isSleeping = false;
     _clickUi.Add(_branch);
 }
示例#5
0
 private void Awaken(Awaken obj)
 {
     _isSleeping  = false;
     _sleepMillis = 0;
 }