protected override void Awake() { base.Awake(); inputComponent = GetLogicalComponent <InputReaderComponent>(); EventsManager.AddMethod <genericDelegate <bool> >(EventAction.CallPause, ReceivePause, this); CreateDictionary(); }
protected override void SubscribeEvents() { EventsManager.AddMethod <float>(EventAction.SendHealth, ReceiveHealth); EventsManager.AddMethod <Vector2>(EventAction.GetInputMovement, ReceiveInputMovement); EventsManager.AddMethod <EventAction>(EventAction.GetInputUse, ReceiveInputPower); EventsManager.AddMethod <EventAction>(EventAction.GetInputAttack, ReceiveInputPower); }
protected void SubscribeEvents() { EventsManager.AddMethod <genericDelegate <bool> >(EventAction.CallPause, ReceivePause, this); EventsManager.AddMethod <genericDelegate>(EventFastAction.GetInputEntryMenu, ReceiveInputOpenCloseMenu); EventsManager.AddMethod <genericDelegate>(EventFastAction.GetInputReturnUI, ReceiveInputReturn); }
protected override void Awake() { base.Awake(); sceneSystem = GetLogicalComponent <SceneSystemComponent>(); cursorSystem = GetLogicalComponent <CursorEnableComponent>(); currentLevel = sceneSystem.ObeyReturnCurrentLevel(); EventsManager.AddMethod <genericDelegate <SceneEnum> >(EventAction.NewScene, ReceiveCurrentLevel, this); transform.Find("FrameRateUI").gameObject.SetActive(debugMode); }
protected override void Awake() { base.Awake(); if (poolPrefab) { GameObject obj = GameObject.Instantiate(poolPrefab); obj.name = obj.name.Split('(')[0]; } EventsManager.AddMethod <genericDelegate <bool> >(EventAction.CallPause, ReceivePause, this); pauseComponent = GetLogicalComponent <PauseComponents>(); }
protected override void SubscribEvents() { EventsManager.AddMethod <Transform>(EventAction.CreatePlayer, CreateCamera); }
protected override void SubscribEvents() { EventsManager.AddMethod <bool>(EventAction.CallPause, ReceivePause); EventsManager.AddMethod(EventAction.GetInputEntryMenu, ReceiveInputOpenCloseMenu); EventsManager.AddMethod(EventAction.GetInputReturnUI, ReceiveInputReturn); }
protected override void SubscribeEvents() { EventsManager.AddMethod <SceneEnum>(EventAction.NewScene, ReceiveCurrentLevel); }
protected override void SubscribEvents() { EventsManager.AddMethod <bool>(EventAction.CallPause, PauseControl); }
protected override void SubscribeEvents() { EventsManager.AddMethod <bool>(EventAction.CallPause, ReceivePause); }
protected override void SubscribEvents() { EventsManager.AddMethod <float>(EventAction.SendHealth, ReceiveHealth); }
protected override void SubscribEvents() { EventsManager.AddMethod <int>(EventAction.CallFrameRate, SeeFPS); }
private void SubscribeEvents() { EventsManager.AddMethod <genericDelegate <float> >(EventFastAction.GetInputMovement, ReceiveInputMovement); EventsManager.AddMethod <genericDelegate>(EventAction.GetInputJump, ReceiveInputJump, this); }