void Awake() { rigidbody = GetComponent <Rigidbody2D>(); eventManager = GetComponent <GameObjectEventManager>(); eventManager.StartListening(PlayerRadiusEvents.OnPlayerMakeNoise, new UnityAction <ParamsObject>(OnPlayerMakeNoise)); }
void Awake() { eventManager = GetComponent <GameObjectEventManager>(); eventManager.StartListening(HealthEvents.OnDecreaseHealth, new UnityAction <ParamsObject>(OnDecreaseHealth)); eventManager.StartListening(HealthEvents.OnIncreaseHealth, new UnityAction <ParamsObject>(OnIncreaseHealth)); CurrentAmount = MaxAmount; }
protected virtual void Awake() { eventManager = GetComponentInParent <GameObjectEventManager>(); cooldownTimer = new Timer(cooldownTime); abilityActive = false; cooldownActive = false; abilityReady = true; }
void Awake() { rigidbody = GetComponent <Rigidbody2D>(); eventManager = GetComponent <GameObjectEventManager>(); onPlayerSendRigidbodyUnityAction = new UnityAction <ParamsObject>(OnPlayerSendRigidbody); eventManager.StartListening(EnemyEvents.OnPlayerSendRigidbody, onPlayerSendRigidbodyUnityAction); }
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)); }
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); }
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; }
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; }
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)); }
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)); }
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); }
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)); }
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); }
void Awake() { eventManager = GetComponent <GameObjectEventManager>(); eventManager.StartListening(HealthEvents.OnUpdateCurrentHealth, new UnityAction <ParamsObject>(OnUpdateCurrentHealth)); }
void Awake() { eventManager = GetComponentInParent <GameObjectEventManager>(); }
void Start() { eventManager = GetComponent <GameObjectEventManager>(); meleeBox.GetComponent <DamageSource>().Set(transform.tag, attackDamage); meleeBox.enabled = false; }
void Awake() { eventManager = GetComponent <GameObjectEventManager>(); rigidbody = GetComponent <Rigidbody2D>(); }