private void Awake()
        {
            m_engine          = Dependencies.MatchEngine;
            m_unitSelection   = Dependencies.UnitSelection;
            m_targetSelection = Dependencies.TargetSelection;
            m_inputManager    = Dependencies.InputManager;
            m_map             = Dependencies.Map;
            m_gameState       = Dependencies.GameState;

            if (m_commandsPanel != null)
            {
                m_commandsPanel.Move     += OnMove;
                m_commandsPanel.Attack   += OnAttack;
                m_commandsPanel.Cancel   += OnCancel;
                m_commandsPanel.Auto     += OnAuto;
                m_commandsPanel.Wall     += OnWall;
                m_commandsPanel.Bomb     += OnBomb;
                m_commandsPanel.Spawner  += OnSpawner;
                m_commandsPanel.Split    += OnSplit;
                m_commandsPanel.Split4   += OnSplit4;
                m_commandsPanel.Grow     += OnGrow;
                m_commandsPanel.Diminish += OnDiminish;
            }
            // m_commandsPanel.Closed += OnClosed;
        }
Beispiel #2
0
 private void Awake()
 {
     m_unitSelection   = Dependencies.UnitSelection;
     m_targetSelection = Dependencies.TargetSelection;
     m_inputManager    = Dependencies.InputManager;
     m_gameState       = Dependencies.GameState;
     m_map             = Dependencies.Map;
 }
Beispiel #3
0
        private void Awake()
        {
            m_map       = Dependencies.Map;
            m_gameState = Dependencies.GameState;
            m_selection = Dependencies.UnitSelection;
            m_selection.SelectionChanged += OnSelectionChanged;

            UpdateCursorsVisibility();
        }
        private void Awake()
        {
            m_gameState       = Dependencies.GameState;
            m_voxelMap        = Dependencies.Map;
            m_selection       = Dependencies.UnitSelection;
            m_targetSelection = Dependencies.TargetSelection;
            m_minimap         = Dependencies.Minimap;

            m_selection.SelectionChanged       += OnUnitSelectionChanged;
            m_targetSelection.SelectionChanged += OnTargetSelectionChanged;
        }
        private void Awake()
        {
            m_gameState           = Dependencies.GameState;
            m_inputManager        = Dependencies.InputManager;
            m_selection           = Dependencies.UnitSelection;
            m_eventSystemMananger = Dependencies.EventSystemManager;

            for (int i = 0; i < m_buttons.Length; ++i)
            {
                int index = i;
                m_buttons[i].onClick.AddListener(() => { OnAction(index); });
            }
        }
        private void Awake()
        {
            m_gameState           = Dependencies.GameState;
            m_inputManager        = Dependencies.InputManager;
            m_selection           = Dependencies.UnitSelection;
            m_eventSystemMananger = Dependencies.EventSystemManager;

            m_gameState.ActionsMenu    += OnActionsMenu;
            m_autoCommandsPanel.Action += OnAutoCommandsPanelAction;

            m_cancelBtn.onClick.AddListener(OnCancel);
            m_attackBtn.onClick.AddListener(OnAttack);
            m_moveBtn.onClick.AddListener(OnMove);
            m_autoBtn.onClick.AddListener(OnAuto);
            m_bombBtn.onClick.AddListener(OnBomb);
            m_wallBtn.onClick.AddListener(OnWall);
            m_spawnButton.onClick.AddListener(OnSpawn);
            m_splitButton.onClick.AddListener(OnSplit);
            m_split4Button.onClick.AddListener(OnSplit4);
            m_growButton.onClick.AddListener(OnGrow);
            m_diminishButton.onClick.AddListener(OnDiminish);
        }
 private void Start()
 {
     m_gameState     = Dependencies.GameState;
     m_unitSelection = Dependencies.UnitSelection;
 }