public Controllers() { //if (Application.platform == RuntimePlatform.PS4) IMotor motor = default; motor = new UnitMotor(ServiceLocatorMonoBehavior.GetService <CharacterController>()); ServiceLocator.SetService(new PlayerController(motor)); ServiceLocator.SetService(new Inventory()); ServiceLocator.SetService(new TimeRemainingController()); ServiceLocator.SetService(new FlashLightController()); ServiceLocator.SetService(new InputController()); ServiceLocator.SetService(new SelectionController()); ServiceLocator.SetService(new WeaponController()); ServiceLocator.SetService(new PoolController()); //ServiceLocator.SetService(new EffectController()); _executeControllers = new IExecute[5]; _executeControllers[0] = ServiceLocator.Resolve <TimeRemainingController>(); _executeControllers[1] = ServiceLocator.Resolve <PlayerController>(); _executeControllers[2] = ServiceLocator.Resolve <FlashLightController>(); _executeControllers[3] = ServiceLocator.Resolve <InputController>(); _executeControllers[4] = ServiceLocator.Resolve <SelectionController>(); }
public void Initialization() { _weapons = ServiceLocatorMonoBehavior.GetService <CharacterController>(). GetComponentsInChildren <Weapon>(); foreach (var weapon in Weapons) { //Debug.Log($"weapon:{weapon}, weapon.name:{weapon.name}"); weapon.IsVisible = false; } FlashLight = Object.FindObjectOfType <FlashLightModel>(); FlashLight.Switch(FlashLightActiveType.Off); }