public void Initialize(Weapon weapon) { Enable(); weapon.PowerUpdateEvent += OnPowerUpdate; weapon.ActivatedEvent += OnActivated; weapon.EnabledEvent += OnEnabled; }
protected override void OnTriggerEnter(Collider other) { if (!other.CompareTag("Player")) return; StopAllCoroutines(); var oppHealth = (Health)other.gameObject.GetComponent(typeof(Health)); oppHealth.RecieveHit(sender, damage); disabledWeapon = other.GetComponent<Player>().Weapons.weapons[UnityEngine.Random.Range(0, Player.Weaponlimit)]; if (disabledJob != null) disabledJob.Kill(); disabledJob = new Job(Disable()); myPoolObject.Disable(); }