private void Start() { if (_startSpawned.Value) { for (int i = 0; i < _count.Value; i++) { Spawn(); } } else { _spawnDelay.RestartTimer(); } }
public void StartTimer() { if (restartOnEnterPreviousState) { targetParameter?.RestartTimer(); } }
private void UpdateHunger() { HungerDecayTimer?.UpdateTime(); if (HungerDecayTimer.IsFinished && HungerOut.Value > 0) { damageFeedback.PlayFeedbacks(); IncrementHunger(-1); HungerDecayTimer.RestartTimer(); } }
public override void Enter() { base.Enter(); comboTimer.RestartTimer(); comboFinishTimer.RestartTimer(); Vector3 throwDirection; var aimTarget = CurrentTargetRef.Value; //If no target, throw forward if (aimTarget.SafeIsUnityNull()) { throwDirection = GetMoveDirection().normalized; } //If find collider, target center bounds, otherwise target transform. else { Collider targetCollider = aimTarget.GetComponent <Collider>(); Vector3 targetPosition; if (targetCollider != null) { targetPosition = targetCollider.bounds.center; } else { targetPosition = aimTarget.position; } throwDirection = (targetPosition - FirePoint.Value.position).normalized; } if (Mathf.Approximately(throwDirection.magnitude, 0)) { throwDirection = FirePoint.Value.forward; } MeatClumpController clump = Instantiate(MeatClumpPrefab); clump.transform.position = FirePoint.Value.position; clump.SetMoving(ThrowSpeed.Value, throwDirection); if (ClumpOverCharged.Value) { clump.SetOverCharged(); } playerController.OnClumpThrown(throwDirection); }
private void Start() { charMotor.CharacterController = this; MaxStableDenivelationAngle.Subscribe(OnUpdateMaxStableDenivelationAngle); HungerDecayTimer?.RestartTimer(); FrenzyOut.Subscribe(OnUpdateFrenzy); GroundSlamCooldownTimer.StartTimer(); capsuleStartHeight = charMotor.Capsule.height; capsuleStartCenter = charMotor.Capsule.center; capsuleStartRadius = charMotor.Capsule.radius; UpdateScale(Scale.Value, Scale.Value); Scale.Subscribe(UpdateScale); IsPlayerDead.Value = false; }
public void StartTimer() { _timer.RestartTimer(); }
private void AddFrenzy() { FrenzyDecayTimer.RestartTimer(); FrenzyOut.Value += 1; }