private void Start() { Respawn(); FlingFlowerGuide?.Hide(); }
/// <summary> /// Display this guide. /// </summary> /// <seealso cref="FlingFlowerGuide.Show" /> public void ShowFlingAimingGuide() => FlingFlowerGuide.Show();
/// <summary> /// Hide this guide. /// </summary> /// <seealso cref="FlingFlowerGuide.Hide" /> public void HideFlingAimingGuide() => FlingFlowerGuide.Hide();
/// <summary> /// The amount the player's fling has charged up as a percentage. /// </summary> /// <returns>A percentage (0 - 1).</returns> /// <seealso cref="FlingFlowerGuide.GetPercentCharged" /> public float GetFlingPercentCharged() => FlingFlowerGuide.GetPercentCharged();
/// <summary> /// Set the maximum amount the player can charge their fling up to. /// </summary> /// <param name="max">The maximum value this can charge up to.</param> /// <seealso cref="FlingFlowerGuide.SetMaxCharge" /> public void SetMaxFlingCharge(float max) => FlingFlowerGuide.SetMaxCharge(max);
/// <summary> /// Resets the current fling charge back to 0. /// </summary> /// <seealso cref="FlingFlowerGuide.ResetCharge" /> public void ResetFlingCharge() => FlingFlowerGuide.ResetCharge();
/// <summary> /// Get the current fling charge. /// </summary> /// <returns> The raw charge (not a percentage).</returns> /// <seealso cref="FlingFlowerGuide.GetCharge" /> public float GetFlingCharge() => FlingFlowerGuide.GetCharge();
/// <summary> /// Add some amount to the fling charge. /// </summary> /// <param name="chargeAmount">The amount to add to the total charge.</param> /// <seealso cref="FlingFlowerGuide.Charge" /> public void ChargeFling(float chargeAmount) => FlingFlowerGuide.Charge(chargeAmount);