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private void Start()
{
_cooldown = GetComponent<CooldownCounter>();
OnDistanceReached += _cooldown.TriggerCooldown;
}
public Action OnCooldownStarted;
public Action OnCooldownEnded;
public void TriggerCooldown() => OnCooldownStarted?.Invoke();
private void Start()
{
_distanceChecker = GetComponent<DistanceChecker>();
_distanceChecker.OnDistanceReached += StartCooldown;
OnCooldownEnded += () => shouldCount = false;
}
private void Update()
{
if (!shouldCount)
private Action OnCooldownStarted;
private Action OnCooldownEnded;
private void Start()
{
OnCooldownStarted += () => shouldCountCooldown = true;
OnCooldownEnded += () =>
{
cooldownCounter = 0;
shouldCountCooldown = false;
private float cooldown = 5f;
private float cooldownCounter = 0;
private void Update()
{
cooldownCounter += Time.deltaTime;
if (cooldownCounter < cooldown)
return;
CheckRange();