public void Initialize() { _textureForeground = CreateColorTexture(_foregroundColor); _textureBackground = CreateColorTexture(_backgroundColor); _enemyKilledSignal += OnEnemyKilled; }
public void Construct(PlayerModel model, EnemyKilledSignal enemyKilledSignal) { _model = model; _textureForeground = CreateColorTexture(_foregroundColor); _textureBackground = CreateColorTexture(_backgroundColor); enemyKilledSignal.Event += OnEnemyKilled; }
public void Construct(Player player, EnemyKilledSignal enemyKilledSignal) { _player = player; _textureForeground = CreateColorTexture(_foregroundColor); _textureBackground = CreateColorTexture(_backgroundColor); enemyKilledSignal += OnEnemyKilled; }
public EnemyHealthWatcher( EnemyModel model, Context context, Explosion.Factory explosionFactory, EnemyKilledSignal killedSignal) { _killedSignal = killedSignal; _explosionFactory = explosionFactory; _context = context; _model = model; }
public EnemyHealthWatcher( EnemyModel model, Context context, Explosion.Factory explosionFactory, EnemyKilledSignal.Trigger killedSignal) { _killedSignal = killedSignal; _explosionFactory = explosionFactory; _context = context; _model = model; }
public override void OnRemove() { MoveAxisSignal.RemoveListener(OnMoveAxisSignal); LookAxisSignal.RemoveListener(OnLookAxisSignal); FireButtonSignal.RemoveListener(OnFireButtonSignal); UltimateButtonSignal.RemoveListener(OnUltimateButtonSignal); EnemyKilledSignal.RemoveListener(OnEnemyKilled); View.PlayerKilled -= OnPlayerKilled; View.UltimateUsed -= OnUltimateUsed; View.HealthChanged -= OnHealthchanged; View.EnergyChanged -= OnEnergyChanged; }
public EnemySpawner( Settings settings, EnemyFacade.Pool enemyFactory, LevelBoundary levelBoundary, EnemyKilledSignal enemyKilledSignal) { _enemyKilledSignal = enemyKilledSignal; _levelBoundary = levelBoundary; _enemyFactory = enemyFactory; _settings = settings; _desiredNumEnemies = settings.NumEnemiesStartAmount; }
public EnemyDeathHandler( Enemy enemy, IAudioPlayer audioPlayer, Explosion.Pool explosionPool, Settings settings, EnemyFacade.Pool selfFactory, EnemyFacade facade, EnemyKilledSignal enemyKilledSignal) { _enemyKilledSignal = enemyKilledSignal; _facade = facade; _selfFactory = selfFactory; _settings = settings; _explosionPool = explosionPool; _audioPlayer = audioPlayer; _enemy = enemy; }
private void OnEnemyKilled(EnemyType enemyType, bool afterRecochet) { EnemyKilledSignal.Dispatch(enemyType, afterRecochet); }
public void Initialize() { _enemyKilledSignal += OnEnemyKilled; }
public void Dispose() { _enemyKilledSignal -= OnEnemyKilled; }
public void Construct(PlayerModel model, EnemyKilledSignal enemyKilledSignal) { _model = model; _enemyKilledSignal = enemyKilledSignal; }
private void OnEnemyKilled(EnemyKilledSignal signal) { _fogManager.GrantTime(signal.Enemy.SecondsWorth); }