Ejemplo n.º 1
0
 public RaceManager(IRacingState _state,
                    SignalBus _signalBus,
                    [Inject(Id = "TrackParent")] ISplineManager _splineMgr,
                    Settings _settings)
 {
     m_state = _state;
     ((State)m_state).m_enteredState += StartRace;
     ((State)m_state).m_exitedState  += UnSubscribe;
     m_laps      = new ReactiveProperty <int> (0);
     m_signalBus = _signalBus;
     m_splineMgr = _splineMgr;
     m_settings  = _settings;
 }
Ejemplo n.º 2
0
    private void Construct(IRacingState _state,
                           RaceManager _raceManager)
    {
        m_state       = _state;
        m_raceManager = _raceManager;

        // Listen for state events
        m_fader = GetComponent <UIFader> ();
        m_fader.RegisterStateCallbacks((State)m_state);

        // turn off this gameobject in case it is active
        gameObject.SetActive(false);
    }
Ejemplo n.º 3
0
    private void Construct(RaceManager _raceManager,
                           IRaceSetupState raceSetupState,
                           IRacingState _racingState,
                           IRaceOverState _raceOverState)
    {
        m_raceManager = _raceManager;
        m_racingState = _racingState;

        UIFader fader = GetComponent <UIFader> ();

        fader.RegisterStateCallbacks(
            (State)_racingState,
            (State)_raceOverState);
        ((State)raceSetupState).m_enteredState += fader.Deactivate;

        gameObject.SetActive(false);
    }