// Update is called once per frame void Update() { if (!registered) { directionSubscription = statesManager.GetCharacterStateSubscription(ConstantStrings.CARDINAL_DIRECTION); directionSubscription.OnStateChanged += ChangeSpriteDirection; registered = true; } }
private void OnGameSceneLoaded(Scene scene, LoadSceneMode mode) { if (scene.name == ConstantStrings.MAINGAME_SCENE_NAME) { player = GameObject.Find("Player"); playerStatesManager = player.GetComponent <CharacterStatesManager>(); CharacterState.CharacterStateSubscription deathSubscription = playerStatesManager.GetCharacterStateSubscription(ConstantStrings.DEATH_STATE); deathSubscription.OnStateChanged += OnPlayerDeath; } }
// Update is called once per frame void Update() { if (!registered) { lightAttackStateSubscription = statesManager.GetCharacterStateSubscription( CharacterAbilityCastingStates.LightAttackCastingState.ToString()); heavyAttackStateSubscription = statesManager.GetCharacterStateSubscription( CharacterAbilityCastingStates.HeavyAttackCastingState.ToString()); utilityAbilityStateSubscription = statesManager.GetCharacterStateSubscription( CharacterAbilityCastingStates.UtilityCastingState.ToString()); //moveSetStateSubscription = statesManager.GetCharacterStateSubscription( //ConstantStrings.MOVE_SET); moveSetStateSubscription.OnStateChanged += MoveSetChanged; lightAttackStateSubscription.OnStateChanged += CastLightAttack; heavyAttackStateSubscription.OnStateChanged += CastHeavyAttack; utilityAbilityStateSubscription.OnStateChanged += CastUtilityAbility; registered = true; } UpdateCooldowns(); }
// Use this for initialization void Start() { CharacterState.CharacterStateSubscription hammerStateSubscription = statesManager.GetCharacterStateSubscription(ConstantStrings.Enemy.HammerBoss.HAMMER_THROW_CAST_STATE); hammerStateSubscription.OnStateChanged += CheckHammerState; CharacterState.CharacterStateSubscription hammerHitPlayerSubscription = statesManager.GetCharacterStateSubscription(ConstantStrings.Enemy.HammerBoss.HAMMER_HIT_PLAYER); hammerHitPlayerSubscription.OnStateChanged += CheckHammerHitPlayerState; CharacterState.CharacterStateSubscription hammerHitGroundSubscription = statesManager.GetCharacterStateSubscription(ConstantStrings.Enemy.HammerBoss.HAMMER_HITS_GROUND); hammerHitGroundSubscription.OnStateChanged += CheckHammerHitGround; CharacterState.CharacterStateSubscription enemyHitHammerSubscription = statesManager.GetCharacterStateSubscription(ConstantStrings.Enemy.HammerBoss.HAMMER_HIT_ENEMY); enemyHitHammerSubscription.OnStateChanged += CheckEnemyHitHammerState; hammerThrown = statesManager.GetExistingCharacterState(ConstantStrings.Enemy.HammerBoss.HAMMER_THROWN); bcb = GetComponentInParent <BossCastingBehavior>(); spellStats = GetComponent <SpellStats>(); hammerMoving = false; hammerPickUp = true; psm = GetComponent <ProjectileStraightMovement>(); //Get hammer throw prefab hammerThrow = bcb.GetAttack(2); rgb = GetComponent <Rigidbody2D>(); hammerPosition = new Vector2(0, 1.5f); //Change this value to set how high boss holds hammer while walking }
void Start() { statesManager.GetCharacterStateSubscription(ConstantStrings.DEATH_STATE).OnStateChanged += DestroyOnDeath; }
// Use this for initialization void Start() { CharacterState.CharacterStateSubscription healthStateSubscription = statesManager.GetCharacterStateSubscription(ConstantStrings.CURRENT_HEALTH); healthStateSubscription.OnStateChanged += CheckHit; }
// Use this for initialization void Start() { CharacterState.CharacterStateSubscription meleeStateSubscription = statesManager.GetCharacterStateSubscription(ConstantStrings.Enemy.HammerBoss.MELEE_ATTACK_CAST_STATE); meleeStateSubscription.OnStateChanged += CheckMeleeState; }