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; }
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; }