protected void Awake() { var model = new ClickerModel(); var controller = new ClickerController(model); m_View = new ClickerView(model, controller); }
private void Awake() { GetCore = this; GetMB = this; GetProgress = new GameProgress(); mainButton.DelayBeforeAutoClick = AutoClickCountDown; #region CreateControllers clickerController = new ClickerController(mainButton); #endregion }
private void Awake() { GetCore = this; GetMB = this; GetProgress = new GameProgress(); mainButton.DelayBeforeAutoClick = Constants.DELAY_BEFOR_AUTO_CLICK; #region CreateControllers clickerController = new ClickerController(mainButton); uiController = new UIController(inGameUI, clickerController); #endregion }
void Start() { clicker = GameObject.Find("GameController").GetComponent <ClickerController>(); switch (invaderState) { case LiftInvaderStates.WalkTo: currentState = walkToState; break; case LiftInvaderStates.OpenLift: currentState = openLiftState; break; default: break; } }
void Start() { instance = this; if (depletionRates.Length != floors) { Debug.LogError("Floor amount does not match with depletion rates."); } SetFloorText(_currentFloor); _currentState = PlayerState.Active; _currentHealth = startHealth; healthSlider.minValue = 0; healthSlider.maxValue = target; _leftDoorStart = leftDoor.transform.position; _leftDoorShortStart = leftDoorShort.transform.position; _rightDoorStart = rightDoor.transform.position; _rightDoorShortStart = rightDoorShort.transform.position; AdjustHealthSlider(); }
public ClickerView(ClickerModel model, ClickerController controller) { OnScoreUpdated(model.Score); model.OnScoreUpdated += OnScoreUpdated; m_Controller = controller; }