void Awake() { _spr = Resources.Load <Sprite>("NormalBullet"); _sprLaser = Resources.Load <Sprite>("Laser"); _sprAuto = Resources.Load <Sprite>("Automatic"); _shipSpriteRenderer = GetComponent <SpriteRenderer>(); var sprites = Resources.LoadAll("Ships"); _sprsShip[0] = (Sprite)sprites[6]; _sprsShip[1] = (Sprite)sprites[8]; _sprsShip[2] = (Sprite)sprites[5]; _sprsShip[3] = (Sprite)sprites[1]; _shipSpriteRenderer.sprite = _sprsShip[3]; _bulletSpawner = GetComponent <BulletsSpawner>(); _rb = GetComponent <Rigidbody2D>(); _controller = new ShipController(this, false); _shootBehaviour = new BaseShoot(_bulletSpawner, spawnerFront, new BaseBullet(), _spr); mainCamera = Camera.main; EventsManager.SubscribeToEvent("ShipDefeated", OnShipDefeated); EventsManager.SubscribeToEvent("ShipDamaged", ShipDamaged); EventsManager.SubscribeToEvent("Win", Unsuscribe); EventsManager.SubscribeToEvent("Lose", Unsuscribe); }
public BaseShoot(BulletsSpawner bulletSpawner, Transform spawn, IBulletBehaviour bulletBehaviour, Sprite spr) { _spawn = spawn; _bulletSpawner = bulletSpawner; _bB = bulletBehaviour; _spr = spr; }
public LaserShoot(BulletsSpawner bulletSpawner, Transform spawn, IBulletBehaviour bulletBehaviour, Sprite spr) { _spawn = spawn; _bulletSpawner = bulletSpawner; _bB = bulletBehaviour; _spr = spr; canShoot = true; }
public AutomaticShoot(BulletsSpawner bulletSpawner, Transform spawnRight, Transform spawnLeft, IBulletBehaviour bulletBehaviour, Sprite spr) { _spawnRight = spawnRight; _spawnLeft = spawnLeft; _bulletSpawner = bulletSpawner; _bB = bulletBehaviour; _spr = spr; }
void Awake() { _instance = this; _bulletPool = new Pool <Bullet>(cantBalas, BulletFactory, Bullet.InitializeBullet, Bullet.DisposeBullet, true); }