private void AttackFailedHandler()
 {
     EndGame();
     Messenger.AddListener(Signals.TargetOut(), Restart);
     Messenger.Broadcast(Signals.GameLostPhase());
     Messenger.Broadcast <bool>(Signals.GameResultPhase(), false);
 }
Beispiel #2
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        private void OnEnable()
        {
            _state = KniveState.Sleeping;
            _view.FadeIn();

            Messenger.AddListener(Signals.ThrowKnive(), OnAttack);
            Messenger.AddListener <bool>(Signals.GameResultPhase(), OnGameResult);
            transform.position = _gameControllerSettings.WeaponSettings.SpawnPosition;
        }
        private void AttackSuccesHandler()
        {
            _numberOfValidTries++;

            if (_numberOfValidTries >= MaxNumberOfTries)
            {
                EndGame();
                Messenger.AddListener(Signals.TargetOut(), NextStage);
                Messenger.Broadcast(Signals.GameWinPhase());
                Messenger.Broadcast <bool>(Signals.GameResultPhase(), true);
            }
        }
Beispiel #4
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        public void Initialize(ITargetControllerSettings settings)
        {
            _settings             = settings;
            _currentSettingsModel = 0;

            transform.position = _settings.Position;

            _view.Hide();

            Messenger.AddListener(Signals.GameStartPhase(), OnGameStart);
            Messenger.AddListener <bool>(Signals.GameResultPhase(), OnGameResultPhase);
            Messenger.AddListener <IGameResultModel>(Signals.GameResult(), OnGameResult);
        }