private void Awake() { _players = GameObject.FindGameObjectsWithTag("Player"); var randNumber = Rand.Next(_players.Length); _player = _players[randNumber]; _playerHealth = _player.GetComponent <IPlayerHealth> (); _enemyHealth = GetComponent <EnemyHealth> (); _nav = GetComponent <UnityEngine.AI.NavMeshAgent> (); }
private void OnTriggerExit(Component other) { var mPlayer = IsPlayer(other); if (!mPlayer) { return; } _playerInRange = false; _player = null; _playerHealth = null; }
private void PrepareEngine() { playerHealth = new PlayerHPStaticRate(maxHP: playerMaxHP, damageRate: damageRate, regenRate: regenRate); playerState = new PlayerState(playerHealth); scoreKeeper = new PlayerPrefScoreKeeper(); difficulty = new Difficulty(playerState: playerState, maxSlots: colorCount, introPlatforms: introPlatformCount, almostDeadLimit: nearDeathRatio); tower = new ChromaTower(scoreKeeper, playerState, difficulty); }
private void Construct(Joystick joystick, CharactersData charactersData, IBulletSystem bulletSystem, IPrefabsCreater prefabsCreater, GameSettings gameSettings, IEndGame endGame, IPlayerHealth playerHealth) { _joystick = joystick; _navMeshAgent = GetComponent <NavMeshAgent>(); _playerHP = charactersData.PlayerData.CharacterHp; _playerSpeed = charactersData.PlayerData.CharacterSpeed; _bulletSystem = bulletSystem; _prefabsCreater = prefabsCreater; _gameSettings = gameSettings; _endGame = endGame; _playerHealth = playerHealth; _playerHealth.ChangeHealth(_playerHP); _canShoot = true; }
private void OnTriggerEnter([NotNull] Collider other) { if (other == null) { throw new ArgumentNullException(nameof(other)); } var mPlayer = IsPlayer(other); if (!mPlayer) { return; } _playerInRange = true; _player = mPlayer; _playerHealth = _player.GetComponent <IPlayerHealth>(); }
public void Initialize(IPlayerHealth playerHealth) { _playerHealth = playerHealth; }