Beispiel #1
0
 public UpdateGameManager
 (
     EnemyController.Factory factory,
     int count
 ) : base(factory, count)
 {
 }
Beispiel #2
0
        public UnitsController(
            EnemyController.Factory enemyFactory,
            IOccupatedPossitionsMap occupatedPossitionsMap,
            IGrid grid,
            IPlayerController player)
        {
            _occupatedPossitionsMap = occupatedPossitionsMap;
            _enemyFactory           = enemyFactory;
            _grid = grid;

            _player = player;

            var ch = new ChaosBattlefield(enemyFactory, _occupatedPossitionsMap);

            ch.Activate();

/*
 *           var enemy1 = _enemyFactory.Invoke();
 *           enemy1.SetOnPosition(new IntVector2(0,5));
 *
 *           var enemy2 = _enemyFactory.Invoke();
 *           enemy2.SetOnPosition(new IntVector2(1,6));
 *
 *           var enemy3 = _enemyFactory.Invoke();
 *           enemy3.SetOnPosition(new IntVector2(1,5));
 *
 *           var enemy4 = _enemyFactory.Invoke();
 *           enemy4.SetOnPosition(new IntVector2(4,4));
 *
 *           var enemy5 = _enemyFactory.Invoke();
 *           enemy5.SetOnPosition(new IntVector2(5,5));
 *
 *           var enemy6 = _enemyFactory.Invoke();
 *           enemy6.SetOnPosition(new IntVector2(5,6));
 *
 *           var enemy7 = _enemyFactory.Invoke();
 *           enemy7.SetOnPosition(new IntVector2(5,7));
 *
 *           var enemy8 = _enemyFactory.Invoke();
 *           enemy8.SetOnPosition(new IntVector2(5,8));
 *
 *           var enemy9 = _enemyFactory.Invoke();
 *           enemy9.SetOnPosition(new IntVector2(5,9));
 *
 *           enemy1.Attack(_player);
 *           enemy2.Attack(_player);
 *           enemy3.Attack(_player);
 *           enemy4.Attack(_player);
 *           enemy5.Attack(_player);
 *           enemy6.Attack(_player);
 *           enemy7.Attack(_player);
 *           enemy8.Attack(_player);
 *           enemy9.Attack(_player);
 *          /*
 *          for (int i = 0; i < 8; i++)
 *          {
 *              GenerateEnemy();
 *          }*/
        }
 public OneUpdateGameManager
 (
     EnemyController.Factory factory,
     BaseSceneContext.MovementData data,
     int count
 ) : base(factory, count)
 {
     _data = data;
 }
 public BaseGameManager
 (
     EnemyController.Factory factory,
     int count
 )
 {
     _factory = factory;
     _count   = count;
 }
        public OneUpdateWithJobGameManager
        (
            EnemyController.Factory factory,
            BaseSceneContext.MovementData data,
            int count
        ) : base(factory, count)
        {
            _data = data;

            _controllersAll = new List <OneUpdateWithJobMovementController>();

            _directions = new NativeList <Vector3>(Allocator.TempJob);
            _speeds     = new NativeList <float>(Allocator.TempJob);
            _transforms = new TransformAccessArray(0, -1);
        }
Beispiel #6
0
        public ChaosBattlefield(
            EnemyController.Factory enemyFactory,
            IOccupatedPossitionsMap occupatedPossitionsMap)
        {
            _enemyFactory           = enemyFactory;
            _occupatedPossitionsMap = occupatedPossitionsMap;
            _unitsCountNotifier     = new UnitsCountNotifier();
            _unitNameResolver       = new UnitNameResolver();
            _unitsCountNotifier.UnitsCountDecreased += OnUnitsCountDecreased;

            TOP_LEFT     = new IntVector2(0, 10);
            BOTTOM_RIGHT = new IntVector2(10, 0);

            _random = new Random();
        }