示例#1
0
    public void Setup(ProjectilePoolManager pool)
    {
        this.pool = pool;
        IsReady   = false;

        Setup();
    }
示例#2
0
    public override void Setup()
    {
        base.Setup();

        projectileManager = new ProjectilePoolManager(50);
        targets           = new List <HealthController>();
    }
示例#3
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    // __________________________________________________________________________________________METHODS

    public override void Setup()
    {
        healthController.Setup(100);

        ProjectilePoolManager projectileManagerPlayer = new ProjectilePoolManager(50);

        weaponController.Setup(projectileManagerPlayer);
    }
示例#4
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    void Awake()
    {
        //turn off muzzle art
        if (MuzzleArt)
        {
            MuzzleArt.SetActive(false);
        }

        projectilePool = GameObject.Find("Enemy Projectile Pool").GetComponent <ProjectilePoolManager>();
    }
示例#5
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    void OnTriggerEnter2D(Collider2D col)
    {
        if (col.tag == "Border")
        {
            gameObject.SetActive(false);

            ProjectilePoolManager enemyProjectile = GameObject.Find("Enemy Projectile Pool").GetComponent <ProjectilePoolManager>();

            if (enemyProjectile)
            {
                enemyProjectile.ReturnProjectileToPool(this.gameObject);
            }
        }
    }
示例#6
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    IEnumerator CountdownToLife()
    {
        yield return(new WaitForSeconds(LifeDuration));

        if (Explosion)
        {
            Instantiate(Explosion, transform.position, transform.rotation);
        }

        ProjectilePoolManager pool = GameObject.Find("Enemy Projectile Pool").GetComponent <ProjectilePoolManager>();

        if (pool)
        {
            Debug.Log("Return");
            this.gameObject.SetActive(false);
            pool.ReturnProjectileToPool(this.gameObject);
        }
    }
 void Awake()
 {
     current = this;
 }
示例#8
0
文件: Saucer.cs 项目: nklsrh/Roids
    public void Setup(Vector3 direction, float speed, float health, float size, float skill, List <HealthController> targets, ProjectilePoolManager projectileManager, System.Action <Saucer> onDeath)
    {
        base.Setup(direction, speed, health, size, null);

        this.skill   = skill;
        this.targets = targets;

        SelectNewTarget();

        weaponController.Setup(projectileManager);

        if (onDeath != null)
        {
            healthController.onDeath += (() =>
            {
                onDeath.Invoke(this);
            });
        }

        healthController.onDamage += OnDamage;
    }