public void Initialize(IStateEvents stateEvents) { _stateEvents = stateEvents; _stateEvents.EffectPreviewShow += ShowMarkers; _stateEvents.PreviewDisabled += ClearMarkers; }
public VisualizerMovePreviewer(IStateEvents stateEvents) { _stateEvents = stateEvents; _stateEvents.ActionCancelled += OnActionCancelled; _stateEvents.ActionSetToMove += OnActionSetToMove; _stateEvents.ActionCommitted += OnActionCommitted; _stateEvents.HoveredTileSet += OnHoveredTileSet; _stateEvents.PreviewDisabled += OnPreviewDisabled; }
public void Initialize(IStateEvents stateEvents) { Action = UnitAction.Unassigned; _stateEvents = stateEvents; _stateEvents.ActionSetToAttack += OnActionSetToAttack; _stateEvents.ActionCancelled += OnActionCancelled; _stateEvents.ActionSetToMove += OnActionSetToMove; _stateEvents.PostActionCommitted += OnPostActionCommitted; }
public UnitFlags(Unit unit, IStateEvents stateEvents) { _unit = unit; _unit.Health.Changed += OnHealthChanged; _unit.Removed += OnUnitRemoved; _stateEvents = stateEvents; _stateEvents.ActionCommitted += OnActionCommitted; _stateEvents.Undo += OnUndo; }
public void Initialize(Unit unit, IStateEvents stateEvents) { Assert.IsNotNull(unit); _unit = unit; _stateEvents = stateEvents; _stateEvents.EffectPreviewShow += OnGameboardStateEffectPreviewChanged; Assert.IsNotNull(_unit.Health); _unit.Health.Changed += OnUnitHealthChanged; for (int i = 0; i < _unit.Health.Max; i++) { var segmentInstance = GameObject.Instantiate(_fillSegmentPrototype, _fillParent); segmentInstance.gameObject.SetActive(true); segmentInstance.Filled = true; _fillSegmentInstances.Add(segmentInstance); } }
public Events(IInputEvents inputEvents, IStateEvents stateEvents, IWorldEvents worldEvents) { Input = inputEvents; State = stateEvents; World = worldEvents; }