Example #1
0
        private void Awake()
        {
            _reference = new Reference();

            PlayerBase player = null;

            if (PlayerType == PlayerType.Ball)
            {
                player = _reference.PlayerBall;
            }

            _radar = new Radar(player, _radarGameObject, this);

            //_listFixedUpdateObjects = new ListExecuteObject();
            _listFixedUpdateObjects = new List <IExecute>();
            var interactiveObjects = UnityEngine.Object.FindObjectsOfType <InteractiveObject>();

            for (var i = 0; i < interactiveObjects.Length; i++)
            {
                interactiveObjects[i].gameObject.AddComponent <RadarObj>().SetRadar(_radar);
                if (interactiveObjects[i] is IExecute interactiveObject)
                {
                    _listFixedUpdateObjects.Add(interactiveObject);
                }
            }



            _listLateUpdateObjects = new List <IExecute>();
            _listUpdateObjects     = new List <IExecute>();

            _cameraController = new CameraController(player.transform, _reference.MainCamera.transform);
            _listLateUpdateObjects.Add(_cameraController);

            _miniMap = new MiniMap(_miniMapGameObject);
            _listLateUpdateObjects.Add(_miniMap);

            _listUpdateObjects.Add(_radar);

            _playerController = new PlayerController(player, _effectData);
            _listUpdateObjects.Add(_playerController);

            _effectManager = new EffectManager(_playerController, _effectData, this);

            _displayingInformation = new DisplayingInformation(_playerController);

            _checkForWinGame = new CheckForWinGame(this);

            //с этим управление в билде не работает
            //if (Application.platform == RuntimePlatform.WindowsEditor)
            //{
            //    _inputController = new InputController(player);
            //    _interactiveObject.AddExecuteObject(_inputController);
            //}
            //List<InteractiveObject> interactiveObjects1 = new List<InteractiveObject>();
            //for(int i = 0; i < _listFixedUpdateObjects.Count; i++)
            //{
            //    if(_listFixedUpdateObjects[i] is InteractiveObject interactiveObject)
            //    {
            //        interactiveObjects1.Add(interactiveObject);
            //    }
            //}
            _inputController = new InputController(player, new List <InteractiveObject>(interactiveObjects));
            _listFixedUpdateObjects.Add(_inputController);


            _displayEndGame   = new DisplayEndGame(_reference.EndGame);
            _displayBonuses   = new DisplayBonuses(_reference.Bonuse);
            _displayStartGame = new DisplayStartGame(_reference.EndGame);
            _displayWinGame   = new DisplayWinGame(_reference.EndGame, this);

            foreach (var o in _listFixedUpdateObjects)
            {
                if (o is BadBonus badBonus)
                {
                    badBonus.SetEffectManager(_effectManager);

                    //я избавился от всех событий, эти строки кода стали не нужны
                    //badBonus.OnCaughtPlayerChange += CaughtPlayer;
                    //badBonus.OnCaughtPlayerChange += _displayEndGame.GameOver;
                }

                if (o is GoodBonus goodBonus)
                {
                    goodBonus.SetEffectManager(_effectManager);
                    GoodBonusesCount++;
                    //goodBonus.OnPointChange += AddBonuse;
                }
            }

            _reference.RestartButton.onClick.AddListener(RestartGame);
            _reference.RestartButton.gameObject.SetActive(false);
            _reference.StartButton.onClick.AddListener(StartGame);
            _displayStartGame.StartGame();
            Time.timeScale = 0.0f;
        }