void CreateCharacter(Vector3 position) { GameObject character = GameObject.Instantiate(charactersCollection.characters[DataMan.Instance.charactersData.CurrentSkin].playerPrefab); character.transform.position = position; chi = character.GetComponent <CharacterInitializer>(); player = chi.player; }
private void Awake() { var selectedCharacterData = new SelectedCharacterData(); var controllableCharacterData = new ControllableCharacterData(); var mainCamera = new CameraInitializer(cameraConfigs, new Vector3(0, 0, 0), new Vector3(0, 0, 0)); var skeleton = new CharacterInitializer(selectedCharacterData, controllableCharacterData, skeletonWarriorConfigs, new Vector3(0f, -2, -56f), new Vector3(-90, 0, 0)); var canvas = new CanvasInitializer(canvasConfigs, selectedCharacterData); var input = new InputManagerInitializer(inputConfigs, controllableCharacterData); }
public void Setup() { mockCharacterManager = new Mock <CharacterManager>(); mockStatManager = new Mock <StatManager>(); mockEnemyActionManager = new Mock <EnemyActionManager>(); mockEnemyActionManager.Setup(enemyActionManager => enemyActionManager.Init(It.IsAny <RandomGenerator>())); mockCharacterManager.Setup(manager => manager.Init(mockStatManager.Object, mockEnemyActionManager.Object)); gameObject = new GameObject(); characterInitializer = gameObject.AddComponent <CharacterInitializer>(); characterInitializer.Init(mockCharacterManager.Object, mockStatManager.Object, mockEnemyActionManager.Object); }
public void GameOver() { if (counterInternalRetry < 1) { Game.Instance.GetComponent <DieAnimation>().OnDie(); this.isGameOver = true; Time.timeScale = 1; this.smothCam.RemoveTarget(); EventsMan.Instance.Call_OnGameOver(); DataMan.Instance.userData.LastScore = this.fallDistanceMeter.meters; this.CheckBestScore(); this.uiGameScreen.OnGameOverWithRespawnOption(); GameObject.Destroy(chi.gameObject); this.player = null; this.chi = null; } else { this.uiGameScreen.OnGameOver(); } counterInternalRetry++; }
public Gambler(CharacterInitializer characterInitializer, int agility, int luck) : base(characterInitializer, agility) { this.luck = luck; }
public Mage(CharacterInitializer characterInitializer, int magicPower) : base(characterInitializer) { this.magicPower = magicPower; }
public Rouge(CharacterInitializer characterInitializer, int agility) : base(characterInitializer) { this.agility = agility; }
public Assassin(CharacterInitializer characterInitializer, int agility) : base(characterInitializer, agility) { }
public BeastMaster(CharacterInitializer characterInitializer, int dexterity) : base(characterInitializer, dexterity) { }
public Berserker(CharacterInitializer characterInitializer, int rage) : base(characterInitializer, rage) { }
public Archmage(CharacterInitializer characterInitializer, int magicPower) : base(characterInitializer, magicPower) { }
public Ranger(CharacterInitializer characterInitializer, int dexterity) : base(characterInitializer) { this.dexterity = dexterity; }
public Bloodmage(CharacterInitializer characterInitializer, int magicPower) : base(characterInitializer, magicPower) { this.health = this.health + this.mana; this.mana = 0; }
public Paladin(CharacterInitializer characterInitializer, int rage, int defence) : base(characterInitializer, rage) { this.defence = defence; }
public Sniper(CharacterInitializer characterInitializer, int dexterity) : base(characterInitializer, dexterity) { }