public void Initialize(IStateEvents stateEvents)
    {
        _stateEvents = stateEvents;

        _stateEvents.EffectPreviewShow += ShowMarkers;
        _stateEvents.PreviewDisabled   += ClearMarkers;
    }
Exemple #2
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 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;
        }
Exemple #5
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    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;
 }