public Camera(int horizontalSize, int verticalSize, float fieldOfView, IRayProvider _rayProvider) { this._rayProvider = _rayProvider; Width = horizontalSize; Height = verticalSize; FieldOfView = fieldOfView; Transform = Matrix.Identity; var halfView = MathF.Tan(fieldOfView / 2); var aspect = (float)horizontalSize / verticalSize; if (aspect >= 1) { HalfWidth = halfView; HalfHeight = halfView / aspect; } else { HalfWidth = halfView * aspect; HalfHeight = halfView; } PixelSize = HalfWidth * 2 / horizontalSize; }
private void Awake() { _selectionResponse = GetComponent <ISelectionResponse>(); _selector = GetComponent <ISelector>(); _rayProvider = GetComponent <IRayProvider>(); _CombinableSelections = new List <Transform>(); }
void Awake() { _rayProvider = GetComponent <IRayProvider>(); _fireInput = GetComponent <IFireInput>(); _mouseLook = GetComponent <IMouseLook>(); _movement = GetComponent <IMovement>(); }
private void Start() { navMeshAgent = GetComponent <NavMeshAgent>(); rayProvider = GetComponent <IRayProvider>(); selector = GetComponent <ISelector>(); animator = GetComponent <Animator>(); }
private void Awake() { _rayProvider = GetComponent <IRayProvider>(); _selector = GetComponent <ISelector>(); _selectionResponse = GetComponent <ISelectionResponse>(); _clickResponse = GetComponent <IClickResponse>(); _hoverResponse = GetComponent <IHoverResponse>(); }
private void Awake() { _rayProvider = GetComponent <IRayProvider>(); _inputProvider = GetComponent <InputProvider>(); _bulletFlashParticleSystem = GetComponentInChildren <ParticleSystem>(); _weapon.CurrentAmmoInClip = _weapon.MaxAmmoInClip; _weapon.CurrentAmmo = _weapon.maxAmmo; AmmoUI(); }
public Scene(ICameraProvider cameraProvider, IRayProvider rayProvider, ISceneConfigProvider configProvider, IObjectContainer container, IImageWriter writer, ILightningSourceProvider lightningProvider) { _cameraProvider = cameraProvider; _configProvider = configProvider; _rayProvider = rayProvider; _objContainer = container; _imageWriter = writer; _lightningProvider = lightningProvider; }
//[SerializeField] private ThingRuntimeSet allWorldObjects; //[SerializeField] private List<RecipeType> allCraftRecipes = new List<RecipeType>(); #endregion #region MonoBehavior Functions private void Awake() { //DelegateManager.connectedTowers = _connectedTowers; _rayProvider = GetComponent <IRayProvider>(); _selector = GetComponent <ISelector>(); _clickResponse = GetComponent <IClickable>(); _doubleClickResponse = GetComponent <IDoubleClickable>(); DelegateManager.infoPanel = _infoPanel; }
Transform selection; // The last object that inters // Start is called before the first frame update void Start() { cam = Camera.main; dragging = false; rayProvider = GetComponent <IRayProvider>(); selector = GetComponent <ISelector>(); selectionShader = Shader.Find("Unlit/Outline"); standardShader = Shader.Find("Standard"); SessionEvents.current.OnCutModeEnable += CutEnable; SessionEvents.current.OnCutModeDisable += CutDisable; }
void Start() { SessionEvents.current.OnSelectionClear += ClearSelection; SessionEvents.current.OnCutModeEnable += CutEnable; SessionEvents.current.OnCutModeDisable += CutDisable; SessionEvents.current.onModelUnLoaded += removeFromSelection; SessionEvents.current.OnItemDragAny += DisableBoxSelection; SessionEvents.current.OnItemDragStopAny += EnableBoxSelection; selected = new List <string>(); rayProvider = GetComponent <IRayProvider>(); selector = GetComponent <ISelector>(); selectionShader = Shader.Find("Unlit/Outline"); standardShader = Shader.Find("Standard"); }
public void Initialize(GameController puzzleController) { //puzzle this.PuzzleController = puzzleController; this.PuzzleTransform = GameObject.Find("Puzzle").transform; //board this.BoardTransform = this.PuzzleTransform.Find("Board").transform; //ray provider, selectors and responses this.RayProvider = this.GetComponent <IRayProvider>(); this.TransformSelector = this.GetComponent <ITransformSelector>(); this.BoardCoordSelector = this.GetComponent <ICoordSelector>(); this.PieceSelectionResponse = this.GetComponent <IPieceSelectionResponse>(); this.BoardSelectionResponse = this.GetComponent <IBoardSelectionResponse>(); }
protected virtual void Awake() { _layerMaskGround = LayerMask.GetMask("Ground"); _camera = Camera.main; _navMeshAgent = GetComponent <NavMeshAgent>(); _animator = GetComponentInChildren <Animator>(); _mouseScreenRayProvider = GetComponent <IRayProvider>(); _highlightSelection = GetComponent <ISelection>(); _coinSelector = GetComponent <ISelector>(); Assert.IsNotNull(_camera, "Camera Component not initialized."); Assert.IsNotNull(_navMeshAgent, "NavMeshAgent Component not initialized."); Assert.IsNotNull(_animator, "Animator Component not initialized."); Assert.IsNotNull(_mouseScreenRayProvider, "MouseScreenRayProvider Component not initialized."); Assert.IsNotNull(_highlightSelection, "HighlightSelectionManager Component not initialized."); Assert.IsNotNull(_coinSelector, "RayCastCoinSelector Component not initialized."); }
private void Construct(PhysicsCache physicsCache, EventManager eventManager, IRayProvider rayProvider, ISelector2D selector, IPieceProvider pieceProvider, IGameFinisher gameFinisher, IPhaseManager phaseManager, ITurnManager turnManager, IMovementValidator movementValidator) { _physicsCache = physicsCache; _eventManager = eventManager; _rayProvider = rayProvider; _selector = selector; _pieceProvider = pieceProvider; _gameFinisher = gameFinisher; _phaseManager = phaseManager; _turnManager = turnManager; _movementValidator = movementValidator; }
private void Construct(PhysicsCache physicsCache, EventManager eventManager, IRayProvider rayProvider, ISelector selector, IFieldProvider fieldProvider, IPieceProvider pieceProvider, ICaptureVerifier captureVerifier, IGameFinisher gameFinisher, IPhaseManager phaseManager, ITurnManager turnManager, IWallVerifier wallVerifier) { _physicsCache = physicsCache; _eventManager = eventManager; _rayProvider = rayProvider; _selector = selector; _fieldProvider = fieldProvider; _pieceProvider = pieceProvider; _captureVerifier = captureVerifier; _gameFinisher = gameFinisher; _phaseManager = phaseManager; _turnManager = turnManager; _wallVerifier = wallVerifier; }
private void Awake() { _selectionResponse = GetComponent <ISelectionResponse>(); _rayProvider = GetComponent <IRayProvider>(); _selector = GetComponent <ISelector>(); }
void Start() { ammo = new magazineBehaviour(magezineSize.Value, ammoInMag.Value, amountOfBullets.Value); rayProvider = GetComponent <IRayProvider>(); //dit called het midden van het scherm selector = GetComponent <ISelector>(); // maakt de ray die ervoor zorgt dat je de enemy raakt }
private void Awake() { _RayProvider = GetComponent <IRayProvider>(); _selector = GetComponent <ISelector>(); _selectionresponse = GetComponent <IHave_Selection_Response>(); }
private void Awake() { _rayProvider = GetComponent <IRayProvider>(); _weapon.CurrentAmmoInClip = _weapon.MaxAmmoInClip; _weapon.CurrentAmmo = _weapon.maxAmmo; }
public CameraProvider(IRayProvider rayProvider) { this._rayProvider = rayProvider; }
public KdTreeRenderer(IProgressBar progressBar, IStopwatch stopwatch, IRayProvider rayProvider) { this.progressBar = progressBar; this.stopwatch = stopwatch; this.rayProvider = rayProvider; }
private void Awake() { _rayProvider = GetComponent <IRayProvider>(); _targeter = GetComponent <ITargeter>(); }
private void Awake() { rayProvider = GetComponent <IRayProvider>(); selector = GetComponent <ISelector>(); }
private void Awake() { _rayProvider = GetComponent <IRayProvider>(); _finder = GetComponent <IFinder>(); _findingResponse = GetComponent <IFindingResponse>(); }