public override IEntityCallbackUser CreateController()
    {
        PlayerController c = SelfTypeCreatorFactory <EntityController> .Create <PlayerController>();

        c.UseConfig(this);
        return(c);
    }
 public ChaserController()
 {
     _targettingModule = new TargettingModule();
     _wanderingModule  = new WanderingModule();
     ConfigureDefault();
     _state = SelfTypeCreatorFactory <State> .Create <ChasingState>();
 }
Beispiel #3
0
    public static Entity CreateFromConfig(EntityConfig config, Vector2?location = null)
    {
        Entity en = new Entity();

        en.GameObject = UnityEngine.Object.Instantiate(config.LinkedObject, location ?? Vector2.zero, Quaternion.identity);
        if (!String.IsNullOrEmpty(config.Name))
        {
            en.Name = config.Name;
        }
        en.Type = config.EntityType;
        en.OverwriteControllers(config.CreateControllers());
        en.PhysicsHandler = SelfTypeCreatorFactory <PhysicsHandler> .Create <PhysicsHandler>();

        foreach (KeyValuePair <GameInfo.Stats, float> entry in config.StatDict)
        {
            en.SetBaseStat(entry.Key, entry.Value);
        }
        en.RecalculateAllStats();
        return(en);
    }
    public override IEntityCallbackUser CreateController()
    {
        SlashController c = SelfTypeCreatorFactory <EntityController> .Create <SlashController>();

        return(c);
    }