public UpdateGameManager ( EnemyController.Factory factory, int count ) : base(factory, count) { }
public UnitsController( EnemyController.Factory enemyFactory, IOccupatedPossitionsMap occupatedPossitionsMap, IGrid grid, IPlayerController player) { _occupatedPossitionsMap = occupatedPossitionsMap; _enemyFactory = enemyFactory; _grid = grid; _player = player; var ch = new ChaosBattlefield(enemyFactory, _occupatedPossitionsMap); ch.Activate(); /* * var enemy1 = _enemyFactory.Invoke(); * enemy1.SetOnPosition(new IntVector2(0,5)); * * var enemy2 = _enemyFactory.Invoke(); * enemy2.SetOnPosition(new IntVector2(1,6)); * * var enemy3 = _enemyFactory.Invoke(); * enemy3.SetOnPosition(new IntVector2(1,5)); * * var enemy4 = _enemyFactory.Invoke(); * enemy4.SetOnPosition(new IntVector2(4,4)); * * var enemy5 = _enemyFactory.Invoke(); * enemy5.SetOnPosition(new IntVector2(5,5)); * * var enemy6 = _enemyFactory.Invoke(); * enemy6.SetOnPosition(new IntVector2(5,6)); * * var enemy7 = _enemyFactory.Invoke(); * enemy7.SetOnPosition(new IntVector2(5,7)); * * var enemy8 = _enemyFactory.Invoke(); * enemy8.SetOnPosition(new IntVector2(5,8)); * * var enemy9 = _enemyFactory.Invoke(); * enemy9.SetOnPosition(new IntVector2(5,9)); * * enemy1.Attack(_player); * enemy2.Attack(_player); * enemy3.Attack(_player); * enemy4.Attack(_player); * enemy5.Attack(_player); * enemy6.Attack(_player); * enemy7.Attack(_player); * enemy8.Attack(_player); * enemy9.Attack(_player); * /* * for (int i = 0; i < 8; i++) * { * GenerateEnemy(); * }*/ }
public OneUpdateGameManager ( EnemyController.Factory factory, BaseSceneContext.MovementData data, int count ) : base(factory, count) { _data = data; }
public BaseGameManager ( EnemyController.Factory factory, int count ) { _factory = factory; _count = count; }
public OneUpdateWithJobGameManager ( EnemyController.Factory factory, BaseSceneContext.MovementData data, int count ) : base(factory, count) { _data = data; _controllersAll = new List <OneUpdateWithJobMovementController>(); _directions = new NativeList <Vector3>(Allocator.TempJob); _speeds = new NativeList <float>(Allocator.TempJob); _transforms = new TransformAccessArray(0, -1); }
public ChaosBattlefield( EnemyController.Factory enemyFactory, IOccupatedPossitionsMap occupatedPossitionsMap) { _enemyFactory = enemyFactory; _occupatedPossitionsMap = occupatedPossitionsMap; _unitsCountNotifier = new UnitsCountNotifier(); _unitNameResolver = new UnitNameResolver(); _unitsCountNotifier.UnitsCountDecreased += OnUnitsCountDecreased; TOP_LEFT = new IntVector2(0, 10); BOTTOM_RIGHT = new IntVector2(10, 0); _random = new Random(); }