private void Awake() { _signalBus.Subscribe <TileClickedSignal>(ZoomTo); _signalBus.Subscribe <LeaveConstructionSignal>(ResetZoom); MainCamera.transform.LookAt(LookAtPosition); }
private void Awake() { _signalBus.Subscribe <SFXSignal>(OnCombatSound); _signalBus.Subscribe <ChangeBackgroundSignal>(OnChangeAmbient); _currentAmbientIndex = 0; }
void ExitButton() { signalBus.Subscribe <SignalGame.OnClickExitButtton>(() => { Application.Quit(); }); }
protected virtual void OnEnable() { SignalBus.Subscribe <LevelLoadNextSignal>(LevelLoad); SignalBus.Subscribe <LevelStartSignal>(LevelStart); SignalBus.Subscribe <LevelCompleteSignal>(LevelComplete); SignalBus.Subscribe <LevelFailSignal>(LevelFail); }
public override void PreEnterAction(IState currentState) { _signalBus.Subscribe <GameplayScoreChangedSignal>(HandleGameplayScoreChanged); _signalBus.Subscribe <GameplayCurrentWaveChangedSignal>(HandleGameplayWavesChanged); base.PreEnterAction(currentState); }
//----------------------------------------signals---------------------------------------- void setupSignalListeners() { _signalBus.Subscribe <DesirableIngredientAddedSignal>((DesirableIngredientAddedSignal signal) => print(signal.ToString())); _signalBus.Subscribe <IngredientAddedSignal>((IngredientAddedSignal signal) => print(signal.ToString())); _signalBus.Subscribe <RecipeCompletedSignal>((RecipeCompletedSignal signal) => print(signal.ToString())); _signalBus.Subscribe <UndesirableIngredientAddedSignal>((UndesirableIngredientAddedSignal signal) => print(signal.ToString())); }
private void Start() { signalBus.Subscribe <PlayerCollidedWithRingSignal>(OnPlayerCollidedWithRing); signalBus.Subscribe <SwipeDetectedSignal>(OnSwipeDetected); moveDirection = Vector3.zero; CalculateConstants(); }
private void OnEnable() { m_signalBus.Subscribe <LevelLoadSignal>(LevelLoaded); m_signalBus.Subscribe <LevelStartSignal>(LevelStarted); m_signalBus.Subscribe <LevelCompleteSignal>(LevelComplete); m_signalBus.Subscribe <LevelFailSignal>(LevelFail); }
private void Start() { _signalBus.Subscribe <LoadDataSignal>(LoadPlayer); _signalBus.Subscribe <GameSignal.StartGame>(SetPlayer); _signalBus.Subscribe <GameSignal.GameOver>(GameOver); _signalBus.Subscribe <PlayerSignal.SetRecord>(SetRecord); }
public void Start() { signalBus.Subscribe <LevelCompletedSignal>(OnLevelComplete); signalBus.Subscribe <LevelFailedSignal>(OnLevelFail); signalBus.Subscribe <GameLaunchedSignal>(OnGameLaunch); signalBus.Subscribe <PlayButtonClickedSignal>(OnPlayButtonClick); }
public LevelVibrationManager(SignalBus signalBus, AsyncProcessor asyncProcessor) { _signalBus = signalBus; _asyncProcessor = asyncProcessor; signalBus.Subscribe <PlayerChangedColorSignal>(s => this.OnPlayerChangedColor(s)); signalBus.Subscribe <LevelEndSignal>(s => this.OnLevelEnd(s)); }
private void Start() { score = 0; txt.text = score.ToString(); _signalBus.Subscribe <SignalIncreaseScore>(IncreaseScore); _signalBus.Subscribe <SignalGameState>(Reset); }
void OnEnable() { signalBus.Subscribe <EmptynessInside>(LeftDown, "LeftFlipperDown"); signalBus.Subscribe <EmptynessInside>(LeftUp, "LeftFlipperUp"); signalBus.Subscribe <EmptynessInside>(RightDown, "RightFlipperDown"); signalBus.Subscribe <EmptynessInside>(RightUp, "RightFlipperUp"); }
public void Initialize() { _signalBus.Subscribe <OpenScreenRequestSignal>(OnOpenScreenRequest); _signalBus.Subscribe <CloseScreenRequestSignal>(OnCloseScreenRequest); _signalBus.Subscribe <CloseAllScreensRequestSignal>(OnCloseAllScreensRequest); _signalBus.Subscribe <ScreenStateChangedSignal>(OnScreenStateChanged); }
public void Init(WeaponController weaponController, SignalBus bus) { _weaponController = weaponController; bus.Subscribe <WeaponReloaded>(RefreshAmmoText); bus.Subscribe <WeaponAmmoGained>(RefreshAmmoText); RefreshAmmoText(); }
public void Constructor(SignalBus signalBus) { _signalBus = signalBus; _signalBus.Subscribe <FillTileSignal>(OnFillTileSignal); _signalBus.Subscribe <TileDropSignal>(OnTileDropSignal); _signalBus.Subscribe <EndTileAttractionSignal>(OnEndAttractTileSignal); }
private void Start() { UpdateButtons(); mapButton.onClick.AddListener(() => { metagameManager.SetMainScreen(MainScreenEnum.Map); }); inboxButton.onClick.AddListener(() => { metagameManager.SetMainScreen(MainScreenEnum.Inbox); }); tasksButton.onClick.AddListener(() => { metagameManager.SetMainScreen(MainScreenEnum.Tasks); }); buildingsButton.onClick.AddListener(() => { metagameManager.SetMainScreen(MainScreenEnum.Buildings); }); builderButton.onClick.AddListener(() => { metagameManager.SetMainScreen(MainScreenEnum.Builder); }); signalBus.Subscribe <MainScreenChangedSignal>(UpdateButtons); signalBus.Subscribe <InboxSignal>(UpdateButtons); signalBus.Subscribe <ActivitySignal>(UpdateButtons); signalBus.Subscribe <TaskSignal>(UpdateButtons); }
private void Start() { _signalBus.Subscribe <BoardCreatedSignal>(OnBoardCreated); _signalBus.Subscribe <BoardClearedSignal>(OnBoardCleared); Hide(); }
void Init(SignalBus signalBus) { _signalBus = signalBus; _signalBus.Subscribe <SystemSignal.GameMode.ConfigureControls.Activate> (ActivateUI); _signalBus.Subscribe <SystemSignal.GameMode.ConfigureControls.Deactivate> (DeactivateUI); ActivateShipSlots(); DeactivateUI(); }
public void Construct(SignalBus signalBus, ObjectSpawner spawner) { this.signalBus = signalBus; this.spawner = spawner; signalBus.Subscribe <BallMovedToNextBlockSignal>(OnBallMovedToNextBlock); signalBus.Subscribe <BallHitCrystalSignal>(OnBallHitCrystal); }
public CameraService(IPlayerService playerService, INPCService npcService, SignalBus signalBus) { _playerService = playerService; _npcService = npcService; mainCamera = Camera.main; signalBus.Subscribe <SignalSpawnProjectile>(SetProjectileToFollow); signalBus.Subscribe <SignalDestroyProjectile>(SwitchCamera); }
public ProjectileManager(SignalBus signalBus, IProjectileSpawner projectileSpawner) { this.signalBus = signalBus; this.projectileSpawner = projectileSpawner; signalBus.Subscribe <SpawnProjectileSignal>(OnSpawnProjectileSignal); signalBus.Subscribe <ProjectileDestroyedSignal>(OnProjectileDestroyedSignal); }
void Init(SignalBus signalBus) { _signalBus = signalBus; _signalBus.Subscribe <SystemSignal.GameMode.ConfigureShip.Activate>(ActivateUI); _signalBus.Subscribe <SystemSignal.GameMode.ConfigureShip.Deactivate>(DeactivateUI); DeactivateUI(); _state = ConfigurationState.SelectControlSlot; }
public void Initialize() { _signalBus.Subscribe <SignalCreepSpawned>(OnCreepSpawned); _signalBus.Subscribe <SignalCreepDied>(OnCreepDied); //Reset Creeps Counter _displayCurrentCreeps.Value = 0; }
private void OnEnable() { signalBus.Subscribe <Match3Signals.GemCreatedSignal>(OnGemCreated); signalBus.Subscribe <Match3Signals.GemDestroyedSignal>(OnGemDestroyed); signalBus.Subscribe <Match3Signals.OnBoardCreatedSignal>(OnBoardCreated); signalBus.Subscribe <Match3Signals.OnPlayerTurnStart>(OnTurnStarts); signalBus.Subscribe <Match3Signals.StartFallSignal>(OnTurnEnds); }
void Start() { _signalBus.Subscribe <ImgUploadPermissionEvt>(OnImgUploadPermission); _signalBus.Subscribe <ImgUploadRevokePermissionEvt>(OnImgUploadRevokePermissionEvt); _signalBus.Subscribe <QueryTextureEvt>(OnQueryTextureEvt); _signalBus.Subscribe <HomeInitEvt>(OnHomeInit); }
public void Initialize() { signalBus.Subscribe <BallLostSignal>(OnBallLostSignal); signalBus.Subscribe <PlayerWonSignal>(OnPlayerWonOrLostSignal); signalBus.Subscribe <PlayerLostSignal>(OnPlayerWonOrLostSignal); SpawnBall(); }
void Init(SignalBus signalBus) { body = GetComponent <Rigidbody2D> (); partFixtures.Clear(); _signalBus = signalBus; _signalBus.Subscribe <SystemSignal.Ship.PartAttached> (AttachNewPart); _signalBus.Subscribe <SystemSignal.Ship.ControlUpdated> (UpdateSlotControl); }
public void Initialize() { _signalBus.Subscribe <UrlsUpdateEvt>(OnUrlsUpdateEvt); _signalBus.Subscribe <UnitLatestDSUpdateEvt>(OnUnitLatestDSUpdate); _signalBus.Subscribe <RegionsDownloaded>(OnRegionsDownloaded); _signalBus.Fire <HomeInitEvt>(); }
public void Initialize() { _availableShopItems = _shopItemContext.Config.ToList(); _originalViewPosition = _view.transform.position; _signalBus.Subscribe <ShopItemBoughtSignal>(OnShopItemBought); _signalBus.Subscribe <PlayerHealthChangedSignal>(OnPlayerHealthChanged); }