示例#1
0
        void Awake()
        {
            rigidbody = GetComponent <Rigidbody2D>();

            eventManager = GetComponent <GameObjectEventManager>();
            eventManager.StartListening(PlayerRadiusEvents.OnPlayerMakeNoise, new UnityAction <ParamsObject>(OnPlayerMakeNoise));
        }
示例#2
0
 void Awake()
 {
     eventManager = GetComponent <GameObjectEventManager>();
     eventManager.StartListening(HealthEvents.OnDecreaseHealth, new UnityAction <ParamsObject>(OnDecreaseHealth));
     eventManager.StartListening(HealthEvents.OnIncreaseHealth, new UnityAction <ParamsObject>(OnIncreaseHealth));
     CurrentAmount = MaxAmount;
 }
示例#3
0
 protected virtual void Awake()
 {
     eventManager   = GetComponentInParent <GameObjectEventManager>();
     cooldownTimer  = new Timer(cooldownTime);
     abilityActive  = false;
     cooldownActive = false;
     abilityReady   = true;
 }
示例#4
0
        void Awake()
        {
            rigidbody = GetComponent <Rigidbody2D>();

            eventManager = GetComponent <GameObjectEventManager>();
            onPlayerSendRigidbodyUnityAction = new UnityAction <ParamsObject>(OnPlayerSendRigidbody);
            eventManager.StartListening(EnemyEvents.OnPlayerSendRigidbody, onPlayerSendRigidbodyUnityAction);
        }
示例#5
0
 void Awake()
 {
     eventManager    = GetComponent <GameObjectEventManager>();
     rigidbody       = GetComponent <Rigidbody2D>();
     movementEnabled = true;
     eventManager.StartListening(PlayerEvents.OnDisableMovement, new UnityAction <ParamsObject>(OnDisableMovement));
     eventManager.StartListening(PlayerEvents.OnEnableMovement, new UnityAction <ParamsObject>(OnEnableMovement));
 }
示例#6
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文件: PlayerGun.cs 项目: merc37/TBDB
        protected override Rigidbody2D FireProjectile(Vector2 target)
        {
            LastFired = base.FireProjectile(target);
            ParamsObject paramsObj = new ParamsObject(7);//<-Sound level

            paramsObj.Vector2 = playerRigidbody.position;
            GameObjectEventManager.TriggerRadiusEvent(PlayerRadiusEvents.OnPlayerMakeNoise, transform.position, 10, LayerMask.GetMask("Enemies"), paramsObj);
            return(LastFired);
        }
示例#7
0
        void Awake()
        {
            rigidbody = GetComponent <Rigidbody2D>();

            eventManager = GetComponent <GameObjectEventManager>();
            eventManager.StartListening(EnemyEvents.OnRoll, new UnityAction <ParamsObject>(OnRoll));
            onSendMovementSpeedUnityAction = new UnityAction <ParamsObject>(OnSendMovementSpeed);
            eventManager.StartListening(EnemyEvents.OnSendMovementSpeed, onSendMovementSpeedUnityAction);

            rollCooldownTimer = rollCooldownTime;
        }
示例#8
0
        void Awake()
        {
            rigidbody = GetComponent <Rigidbody2D>();

            eventManager = GetComponent <GameObjectEventManager>();
            onMapSendTransformUnityAction = new UnityAction <ParamsObject>(OnMapSendTransform);
            eventManager.StartListening(EnemyEvents.OnMapSendTransform, onMapSendTransformUnityAction);
            eventManager.StartListening(EnemyEvents.OnSetPlayerLastKnownHeading, new UnityAction <ParamsObject>(OnSetPlayerLastKnownHeading));

            searchTimer = searchTime;
        }
示例#9
0
 void Awake()
 {
     rigidbody    = GetComponent <Rigidbody2D>();
     collider     = GetComponent <CircleCollider2D>();
     eventManager = GetComponent <GameObjectEventManager>();
     onMapSendTransformUnityAction = new UnityAction <ParamsObject>(OnMapSendTransform);
     eventManager.StartListening(EnemyEvents.OnMapSendTransform, onMapSendTransformUnityAction);
     eventManager.StartListening(EnemyEvents.OnSetMovementTarget, new UnityAction <ParamsObject>(OnSetMovementTarget));
     eventManager.StartListening(EnemyEvents.OnRollStart, new UnityAction <ParamsObject>(OnRollStart));
     eventManager.StartListening(EnemyEvents.OnRollEnd, new UnityAction <ParamsObject>(OnRollEnd));
 }
示例#10
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 protected virtual void Awake()
 {
     eventManager = GetComponentInParent <GameObjectEventManager>();
     audioSource  = GetComponent <AudioSource>();
     CurrentAmmo  = MaxAmmo;
     fireTime     = 1 / fireRate;
     reloading    = false;
     fireTimer    = fireTime;
     reloadTimer  = reloadTime;
     eventManager.StartListening(GunEvents.OnReload, new UnityAction <ParamsObject>(OnReload));
     eventManager.StartListening(GunEvents.OnShoot, new UnityAction <ParamsObject>(OnShoot));
 }
示例#11
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        void Awake()
        {
            rigidbody = GetComponent <Rigidbody2D>();

            eventManager = GetComponent <GameObjectEventManager>();
            onMapSendTransformUnityAction = new UnityAction <ParamsObject>(OnMapSendTransform);
            eventManager.StartListening(EnemyEvents.OnMapSendTransform, onMapSendTransformUnityAction);
            eventManager.StartListening(EnemyEvents.OnSetPlayerLastKnownLocation, new UnityAction <ParamsObject>(OnSetPlayerLastKnownLocation));
            onSendSightAngleUnityAction = new UnityAction <ParamsObject>(OnSendSightAngle);
            eventManager.StartListening(EnemyEvents.OnSendSightAngle, onSendSightAngleUnityAction);
            onSendSightBlockMaskUnityAction = new UnityAction <ParamsObject>(OnSendSightBlockMask);
            eventManager.StartListening(EnemyEvents.OnSendSightBlockMask, onSendSightBlockMaskUnityAction);
        }
示例#12
0
        void Awake()
        {
            rigidbody = GetComponent <Rigidbody2D>();

            eventManager = GetComponent <GameObjectEventManager>();
            onPlayerSendRigidbodyUnityAction = new UnityAction <ParamsObject>(OnPlayerSendRigidbody);
            eventManager.StartListening(EnemyEvents.OnPlayerSendRigidbody, onPlayerSendRigidbodyUnityAction);
            eventManager.StartListening(GunEvents.OnUpdateCurrentAmmo, new UnityAction <ParamsObject>(OnUpdateCurrentAmmo));
            eventManager.StartListening(GunEvents.OnUpdateGunProjectileSpeed, new UnityAction <ParamsObject>(OnUpdateGunProjectileSpeed));
            eventManager.StartListening(GunEvents.OnReloadStart, new UnityAction <ParamsObject>(OnReloadStart));
            eventManager.StartListening(GunEvents.OnReloadEnd, new UnityAction <ParamsObject>(OnReloadEnd));
            eventManager.StartListening(GunEvents.OnUnlockFire, new UnityAction <ParamsObject>(OnUnlockFire));
            eventManager.StartListening(GunEvents.OnLockFire, new UnityAction <ParamsObject>(OnLockFire));
            eventManager.StartListening(GunEvents.OnUpdateGunProjectile, new UnityAction <ParamsObject>(OnUpdateGunProjectile));
            eventManager.StartListening(GunEvents.OnUpdateGunTransform, new UnityAction <ParamsObject>(OnUpdateGunTransform));
        }
示例#13
0
        void Awake()
        {
            rigidbody = GetComponent <Rigidbody2D>();

            eventManager = GetComponent <GameObjectEventManager>();
            onPlayerSendRigidbodyUnityAction = new UnityAction <ParamsObject>(OnPlayerSendRigidbody);
            eventManager.StartListening(EnemyEvents.OnPlayerSendRigidbody, onPlayerSendRigidbodyUnityAction);
            eventManager.StartListening(EnemyEvents.OnSetPlayerLastKnownLocation, new UnityAction <ParamsObject>(OnSetPlayerLastKnownLocation));
            eventManager.StartListening(EnemyEvents.OnSetPlayerLastKnownHeading, new UnityAction <ParamsObject>(OnSetPlayerLastKnownHeading));
            onSendSightAngleUnityAction = new UnityAction <ParamsObject>(OnSendSightAngle);
            eventManager.StartListening(EnemyEvents.OnSendSightAngle, onSendSightAngleUnityAction);
            onSendSightDistanceUnityAction = new UnityAction <ParamsObject>(OnSendSightDistance);
            eventManager.StartListening(EnemyEvents.OnSendSightDistance, onSendSightDistanceUnityAction);
            onSendSightBlockMaskUnityAction = new UnityAction <ParamsObject>(OnSendSightBlockMask);
            eventManager.StartListening(EnemyEvents.OnSendSightBlockMask, onSendSightBlockMaskUnityAction);
        }
示例#14
0
 void Awake()
 {
     eventManager = GetComponent <GameObjectEventManager>();
     eventManager.StartListening(HealthEvents.OnUpdateCurrentHealth, new UnityAction <ParamsObject>(OnUpdateCurrentHealth));
 }
示例#15
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 void Awake()
 {
     eventManager = GetComponentInParent <GameObjectEventManager>();
 }
示例#16
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 void Start()
 {
     eventManager = GetComponent <GameObjectEventManager>();
     meleeBox.GetComponent <DamageSource>().Set(transform.tag, attackDamage);
     meleeBox.enabled = false;
 }
示例#17
0
 void Awake()
 {
     eventManager = GetComponent <GameObjectEventManager>();
     rigidbody    = GetComponent <Rigidbody2D>();
 }