public void Init(WitchSkillBase witchSkill) { _witch = witchSkill.Witch; _skill = witchSkill; foreach (WitchSkillArrowSubArrow a in GetComponentsInChildren <WitchSkillArrowSubArrow>()) { if (a.name == "CenterArrow") { _centerArrow = a; continue; } _subArrows.Add(a); } WitchSkillArrowSubArrow[] obj = new WitchSkillArrowSubArrow[1]; obj[0] = _centerArrow; _onObjs.Add(obj); obj = new WitchSkillArrowSubArrow[2]; obj[0] = _subArrows[1]; obj[1] = _subArrows[2]; _onObjs.Add(obj); obj = new WitchSkillArrowSubArrow[2]; obj[0] = _subArrows[0]; obj[1] = _subArrows[3]; _onObjs.Add(obj); }
public WitchSkillTeleport(WitchBoss witch, float distance) : base(witch) { _distance = distance; _obj = GameObject.FindObjectOfType <WitchSkillTeleportObject>(); _obj.gameObject.SetActive(false); _obj.Init(this); }
public WitchSkillA(WitchBoss witch, float distance) : base(witch) { m_distance = distance; m_obj = GameObject.FindObjectOfType <WitchSkillAObject>(); m_obj.gameObject.SetActive(false); m_obj.Init(witch); }
public void Init(WitchBoss witch) { m_witch = witch; foreach (WitchSkillAFire c in GetComponentsInChildren <WitchSkillAFire>()) { m_fires.Add(c); } }
// Use this for initialization private void Start() { spawnPoint = transform.FindChild(enemySpawnerPoint); logSpawnPoint(spawnPoint); rootEnemySpawner = gameObject.AddComponent <RootEnemy>(); rootEnemySpawner.StartRootCoroutine(spawnPoint, enemiesToSpawn); witchBossInstance = rootEnemySpawner.getSecondChild(); }
private void Awake() { _witch = GetComponent <WitchBoss>(); _skills.Add(WitchSkill.A, new WitchSkillA(_witch, 400.0f)); _skills.Add(WitchSkill.B, new WitchSkillArrow(_witch, 100.0f)); _skills.Add(WitchSkill.C, new WitchSkillFoothold(_witch, 310.0f)); _skills.Add(WitchSkill.Teleport, new WitchSkillTeleport(_witch, 10.0f)); _randomSkills.Add(_skills[WitchSkill.A]); _randomSkills.Add(_skills[WitchSkill.B]); _skillIdxs = new int[_randomSkills.Count]; }
public void Init(WitchSkillBase witchSkill) { _skill = witchSkill; _witch = witchSkill.Witch; foreach (WitchSkillFootholdFire a in GetComponentsInChildren <WitchSkillFootholdFire>()) { a.gameObject.SetActive(false); _fires.Add(a); } }
public void Init(WitchSkillBase skill) { _witch = skill.Witch; _skill = skill; _state = 0; _in = transform.Find("In").gameObject; _out = transform.Find("Out").gameObject; _in.SetActive(false); _out.SetActive(false); }
public void Init(WitchSkillBase witchSkill) { _witch = witchSkill.Witch; _skill = witchSkill; foreach (WitchSkillAFire c in GetComponentsInChildren <WitchSkillAFire>()) { c.gameObject.SetActive(false); _fires.Add(c); } }
void Start() { _index = 0; _witch = FindObjectOfType <WitchBoss>(); foreach (WitchMonsterPhase phase in GetComponentsInChildren <WitchMonsterPhase>()) { phase.gameObject.SetActive(false); _phase.Add(phase); } }
private void Awake() { _witch = GetComponent <WitchBoss>(); WitchState[] states = Enum.GetValues(typeof(WitchState)) as WitchState[]; foreach (WitchState state in states) { Type t = Type.GetType("WitchState" + state.ToString()); WitchFSMStateBase s = GetComponent(t) as WitchFSMStateBase; if (s == null) { s = gameObject.AddComponent(t) as WitchFSMStateBase; } s.Witch = _witch; s.enabled = false; _states.Add(state, s); } _states[WitchState.Groggy].enabled = true; _states[WitchState.Groggy].BeginState(); }
private void Awake() { _witch = FindObjectOfType <WitchBoss>(); _collider = GetComponent <BoxCollider>(); }
private void Awake() { _witch = transform.parent.GetComponent <WitchBoss>(); }
public WitchSkillBase(WitchBoss witch) { m_witch = witch; }