public StateControllerBase( IFacadeBase facade, PotentialStatesContainer potentialStates ) { m_Facade = facade; m_Potential = potentialStates; }
public SheepIsIdle( IFacadeBase facade, SheepIsIdle.Settings settings ) : base( facade ) { }
public SheepController( IFacadeBase facade, SheepSystemSettings settings, SheepModel model ) : base( facade, (settings == null ? null : settings.PotentialStates) ) { m_Model = model; }
public SheepIsAnxious( IFacadeBase facade, SheepIsAnxious.Settings settings ) : base( facade ) { m_Settings = settings; m_Dependencies = new SheepIsAnxious.Dependencies(); m_CurrentFields = new SheepIsAnxious.CurrentFields(); SheepFacade sheepFac = (facade as SheepFacade); if (sheepFac) { m_Dependencies.Controller = sheepFac.Controller; m_Dependencies.Model = sheepFac.Model; m_Dependencies.Movable = (sheepFac.Model.Targets as ITargetsMovable); } }
public void Construct() { if (m_Constructed) { return; } IFacadeBase facade = GetComponent <IFacadeBase> (); if (facade != null) { TargetsBase targets = facade.Targets; if (targets is ITargetsMovable) { m_Targets = targets as ITargetsMovable; m_Targets.MovementTarget = transform.position; } } m_Constructed = true; }
public SheepIsCalm( IFacadeBase facade, SheepIsCalm.Settings settings ) : base( facade ) { m_Settings = settings; m_Dependencies = new SheepIsCalm.Dependencies(); m_CurrentFields = new SheepIsCalm.CurrentFields(); SheepFacade sheepFac = (facade as SheepFacade); if (sheepFac) { m_Dependencies.Controller = sheepFac.Controller; m_Dependencies.Model = sheepFac.Model; ITargetsMovable movable = m_Dependencies.Model.Targets as ITargetsMovable; if (movable != null) { movable.MovementTarget = m_Dependencies.Model.Position + Vector3.forward; } } }
public override StateHandlerBase Construct(IFacadeBase facade) { return(new SheepIsIdle(facade, Settings)); }
public abstract StateHandlerBase Construct(IFacadeBase facade);
public StateHandlerBase( IFacadeBase facade ) { m_Facade = facade; }