private void Initialize(IGameplayProps gameplayProps, Pool pool, SignalBus signalBus) { _pool = pool; _activeStairs = new Queue <StairsObject>(StartStairsBlocksCount); _signalBus = signalBus; _signalBus.Subscribe <LeadingObjectPassedStairsBlock>(OnLeadingObjectPassedStairsBlock); }
private void Initialize(IGameplayProps gameplayProps, SignalBus signalBus) { _currentDifficulty = gameplayProps.StartDifficulty; _gameplayProps = gameplayProps; _signalBus = signalBus; _signalBus.Subscribe <StairPassedSignal>(OnStairPassed); }
public CharactersSpawner(Factory factory, ICharacter characterPrefab, IGameplayProps gameplayProps, CinemachineVirtualCamera virtualCamera) { _factory = factory; _characterPrefab = characterPrefab; _gameplayProps = gameplayProps; _virtualCamera = virtualCamera; }
private void Initialize(Pool pool, SignalBus signalBus, IGameplayProps gameplayProps, IDifficultyManager difficultyManager) { _pool = pool; _signalBus = signalBus; _gameplayProps = gameplayProps; _difficultyManager = difficultyManager; _signalBus.Subscribe <StairsSpawnedSignal>(OnStairsSpawned); }
private void Initialize(IMovableObject movableObject, IJumpableObject jumpableObject, IGameplayProps gameplayProps, IInput input, SignalBus signalBus) { _movableObject = movableObject; _jumpableObject = jumpableObject; _gameplayProps = gameplayProps; _input = input; _signalBus = signalBus; }
private void Initialize(IGameplayProps gameplayProps, IMovableObject movableObject) { _gameplayProps = gameplayProps; _movableObject = movableObject; }
public Pool(Factory factory, IGameplayProps props) { _factory = factory; _props = props; _pool = new Queue <StairsObject>(20); }
private void Initialize(IGameplayProps gameplayProps) { _gameplayProps = gameplayProps; _layerMask = LayerMask.GetMask("Stair"); }