private void Initialize() { _lifetime = Lifetime.Define(Lifetime.Eternal); _onUpdate = new Signal(_lifetime.Lifetime); _onLateUpdate = new Signal(_lifetime.Lifetime); _onFixedUpdate = new Signal(_lifetime.Lifetime); _onQuit = new Signal(_lifetime.Lifetime); _onFocus = new Signal <bool>(_lifetime.Lifetime); _onPause = new Signal <bool>(_lifetime.Lifetime); _gameContext = new GameContext(_lifetime.Lifetime, this); GameContext.GameController.Start(); DontDestroyOnLoad(gameObject); }
private void Awake() { if (!GameContext.Initialized) { return; } _definition = Lifetime.Define(GameContext.LevelController.LeveLifetime); _bulletTransform = new GameObject("Bullets").transform; _bulletTransform.SetParent(transform, false); _poolTransform = new GameObject("Pool").transform; _poolTransform.SetParent(transform, false); _poolTransform.gameObject.SetActive(false); _activeSpawnTransform = new GameObject("ActiveSpawn").transform; _activeSpawnTransform.SetParent(transform, false); _runeTransform = new GameObject("Runes").transform; _runeTransform.SetParent(transform, false); _effectTransform = new GameObject("Effects").transform; _effectTransform.SetParent(transform, false); InputController = new InputControllerComponent(); InputController.Init(Lifetime); State = new LevelState(); State.Init(Lifetime); HudComponent.Init(this, Lifetime); Spawn = new SpawnController(this, Settings); Spawn.Init(); GoatSpawn = new GoatSpawnController(this, Settings); GoatSpawn.Init(); ShootController = new ShootController(this); RuneRequirementController = new RuneRequirementController(this); ExplosionController = new ExplosionController(this, Settings.ExplosionEffectPrefab); SpawnEffectController = new ExplosionController(this, Settings.SpawnEffectPrefab); //GameContext.DelayCall(1f, StartLevel); }
private void Awake() { _definition = Lifetime.Define(GameContext.LevelController.Current.Lifetime); _onPlayDestroy = new Signal(_definition.Lifetime); }
private void OnEnable() { _definition = Lifetime.Define(Lifetime.Eternal); _onComplete = new Signal(_definition.Lifetime); }
public CommandFactory(Func <Lifetime, ICommand> factory, bool oneTime, Lifetime.Definition lifetime) { Factory = factory; OneTime = oneTime; Lifetime = lifetime; }
private void OnEnable() { _definition = Lifetime.Define(GameContext.Lifetime); }