public PlayerFacade(
     User model,
     PlayerView view,
     MoveProjectiles pMover,
     SpawnProjectiles pSpawner)
 {
     _view        = view;
     _model       = model;
     _view.Facade = this;
     _settings    = Services.Get <GameSettings>();
     _health      = new PlayerHealth(model, _view.Animator, _view.gameObject, null);
     _movement    = new PlayerMovement(model, _view.transform, _view.Animator, _view.Rigidbody, _view.Controller);
     _shooting    = new PlayerShooting(model, _view.Animator, _view.FirePoint, _view.GunFireSource, _view.MuzzleParticle, pMover, pSpawner);
     _kick        = new PlayerKick(model, _view.transform, _view.KickCollider, _view.Animator, _view.Rigidbody, _movement);
     _dash        = new PlayerDash(_model, _view.transform, _view.Animator, _movement);
 }
 private void Awake()
 {
     _settings         = Services.Get <GameSettings>();
     _moveProjectiles  = GetComponent <MoveProjectiles>();
     _spawnProjectiles = GetComponent <SpawnProjectiles>();
     _activePlayers    = new Dictionary <int, PlayerFacade>();
     CombatRoomData.Instance.Users.ForEach(CreatePlayer);
     CombatRoomData.Instance.OnNewUserJoined += CreatePlayer;
     GameEvents.onCharacterMoved             += GameEvents_onCharacterMoved;
     GameEvents.onCharacterRotated           += GameEvents_onCharacterRotated;
     GameEvents.onCharacterFiredGun          += GameEvents_onCharacterFireGun;
     GameEvents.onCharacterTakenDamage       += GameEvents_onCharacterTakenDamage;
     GameEvents.onCharacterRespawned         += GameEvents_onCharacterRespawned;
     GameEvents.onCharacterPushed            += GameEvents_onCharacterPushed;
     GameEvents.onCharacterKick += GameEvents_onCharacterKick;
     GameEvents.onCharacterDash += GameEvents_onCharacterDash;
 }
Example #3
0
 public PlayerShooting(
     User user,
     Animator animator,
     Transform firePoint,
     AudioSource gunFireSource,
     ParticleSystem muzzleParticle,
     MoveProjectiles projectileMover,
     SpawnProjectiles projectileSpawner)
 {
     _user              = user;
     _animator          = animator;
     _firePoint         = firePoint;
     _gunFireSource     = gunFireSource;
     _muzzleParticle    = muzzleParticle;
     _projectileMover   = projectileMover;
     _projectileSpawner = projectileSpawner;
 }