/* * Get SpriteRenderer, BattleNPC that owns this skill, & Bytes attached to skill * Disable this skill, until it is used */ protected virtual void Awake() { SkillSpriteRenderer = GameGlobals.AttachCheckComponent <SpriteRenderer>(this.gameObject); SkillOwner = GameGlobals.AttachCheckComponentParent <BattleNPC>(this.gameObject); m_ManagedBytes = GetComponents <SkillByte>(); ResetSkill(); }
protected override void Awake() { base.Awake(); m_BeamStart = GameGlobals.AttachCheckComponent <SpriteRenderer>( Instantiate(beamStart, this.transform)); m_BeamStart.color = beamColor; m_BeamStart.transform.localScale = m_BeamStart.transform.localScale * beamWidth; m_DefaultStartFlipX = m_BeamStart.flipX; m_BeamMiddle = GameGlobals.AttachCheckComponent <SpriteRenderer>( Instantiate(beamMiddle, this.transform)); m_BeamMiddle.color = beamColor; m_BeamMiddle.transform.localScale = m_BeamMiddle.transform.localScale * beamWidth; m_BeamEnd = GameGlobals.AttachCheckComponent <SpriteRenderer>( Instantiate(beamEnd, this.transform)); m_BeamEnd.color = beamColor; m_BeamEnd.transform.localScale = m_BeamEnd.transform.localScale * beamWidth; m_DefaultEndFlipX = m_BeamEnd.flipX; m_TargetMask = ((Target == TargetType.AnyTarget) || otherTeamBlocks) ? BattleGlobals.GetBattleNPCLayerMask() : ((Target == TargetType.AlliedTargets) ? BattleGlobals.GetAlliedLayerMask(ParentSkill.SkillOwner.tag) : BattleGlobals.GetEnemyLayerMask(ParentSkill.SkillOwner.tag)); }
} // BattleNPC buff is acting on protected virtual void Awake() { m_SpriteRenderer = GameGlobals.AttachCheckComponent <SpriteRenderer>(this.gameObject); m_SpriteRenderer.enabled = false; m_DegradeCount = 1; m_CompletedBuffBytes = 0; this.transform.localPosition = BUFF_SPRITE_LOCATION; m_EndBuffEarly = false; }
// Use this for initialization void Awake() { m_Rigid2d = GameGlobals.AttachCheckComponent <Rigidbody2D>(this.gameObject); m_ParentSkillByte = GameGlobals.AttachCheckComponentParent <ProjectileAttackByte>(this.gameObject); m_SpriteRenderer = GameGlobals.AttachCheckComponent <SpriteRenderer>(this.gameObject); this.tag = (BattleGlobals.IsHeroTeamTag(m_ParentSkillByte.ParentSkill.SkillOwner.tag)) ? BattleGlobals.TAG_FOR_HERO_PROJ : BattleGlobals.TAG_FOR_ENEMY_PROJ; this.name = GameGlobals.TrimCloneFromName(this.name) + "(" + m_ParentSkillByte.ParentSkill.SkillOwner + ")"; // If the object is homing, this does not matter m_ProjDirection = (this.gameObject.CompareTag(BattleGlobals.TAG_FOR_HERO_PROJ)) ? Vector2.left : Vector2.right; m_mainTarget = null; }
/* * Set our Parent(Skill) * Get OnCast & OnHit BuffControllers from 'buffs' */ protected override void Awake() { // Normal "base.Awake()" ParentSkill = GameGlobals.AttachCheckComponent <Skill>(this.gameObject); OnCastBuffs = new List <BuffApplicator>(); OnHitBuffs = new List <BuffApplicator>(); foreach (BuffConfiguration configuration in Buffs) { bool onCastBuff = (configuration.BuffCastTime == BuffConfiguration.CastTimeType.OnSkillCast); BuffApplicator applicator = ScriptableObject.CreateInstance <BuffApplicator>(); applicator.Initialize(configuration, ParentSkill.AffinityTypes, ParentSkill.SkillOwner); if (onCastBuff) { OnCastBuffs.Add(applicator); } else { OnHitBuffs.Add(applicator); } } //Do not call base.Awake(), differences are in the loop }
protected override void Awake() { MeleeCollider2D = GameGlobals.AttachCheckComponent <Collider2D>(this.gameObject); base.Awake(); }
/* * Set our Parent(Skill) */ protected virtual void Awake() { ParentSkill = GameGlobals.AttachCheckComponent <Skill>(this.gameObject); }