public InputController(IUserInputProxy horizontal, IUserInputProxy vertical, IUserFireInputProxy fire) { CanExecute = true; _horizontal = horizontal; _vertical = vertical; _fire = fire; }
public MoveController(IUserInputProxy horizontal, IUserInputProxy vertical, Transform unit, IUnit unitData) { _unit = unit; _unitData = unitData; _horizontalInputProxy = horizontal; _horizontalInputProxy.AxisOnChange += HorizontalOnAxisOnChange; vertical.AxisOnChange += f => _vertical = f; }
public InputInitialization(IMobileInputFactory mobileInputFactory) { _pcInputHorizontal = new PCInputHorizontal(); _pcInputVertical = new PCInputVertical(); _button = mobileInputFactory.Create(); _mobileInput = new MobileInput(); _button.onClick.AddListener(_mobileInput.GetAxis); }
public InputInitialization() { _pcInputHorizontal = new PCInputHorizontal(); _pcInputVertical = new PCInputVertical(); _pcInputSwordAttack = new PCInputSwordAttack(); _pcInputFireAttack = new PCInputFireAttack(); _pcInputBlock = new PCInputBlock(); }
public InputInitialization() { if (Application.platform == RuntimePlatform.Android) { _pcInputHorizontal = new MobileInput(); } _pcInputHorizontal = new PCInputHorizontal(); _pcInputVertical = new PCInputVertical(); }
public MoveController(IUserInputProxy <float> horizontal, IUserInputProxy <float> vertical, Transform unit, IUnit unitData) { _unit = unit; _unitData = unitData; _horizontalInputProxy = horizontal; _verticalInputProxy = vertical; _horizontalInputProxy.AxisOnChange += HorizontalOnAxisOnChange; _verticalInputProxy.AxisOnChange += VerticalOnAxisOnChange; }
public MoveController(IUserInputProxy horizontal, IUserInputProxy vertical, IPlayer unit, IUnit unitData) { CanExecute = true; _player = unit; _unit = unit.GetPosition(); _unitData = unitData; _horizontalInputProxy = horizontal; _verticalInputProxy = vertical; _horizontalInputProxy.AxisOnChange += HorizontalOnAxisOnChange; _verticalInputProxy.AxisOnChange += VerticalOnAxisOnChange; }
public ShootController(IUserInputProxy <bool> fireInputProxy, IBulletFactory bulletFactory, BulletsSettings bulletsSettings, Transform bulletsPlaceHolder) { _fireInputProxy = fireInputProxy; _bulletFactory = bulletFactory; _bulletsSettings = bulletsSettings; _generatedBulletsType = BulletsType.Single; _bulletsPlaceHolder = bulletsPlaceHolder; _bulletsPool = new BulletProvider[_bulletsSettings.MaxBulletsInPool]; _fireInputProxy.AxisOnChange += FireOnAxisOnChange; }
public InputInitialize() { _pcInputVertical = new PCInputVertical(); _pcInputHorizontal = new PCInputHorizontal(); }
public InputController(IUserInputProxy horizontal, IUserInputProxy vertical) { _horizontal = horizontal; _vertical = vertical; }
public InputController(IUserInputProxy <float> horizontal, IUserInputProxy <float> vertical, IUserInputProxy <bool> fire) { _horizontal = horizontal; _vertical = vertical; _fire = fire; }
public InputInitialization() { _pcInputHorizontal = new PCInputHorizontal(); _pcInputVertical = new PCInputVertical(); _inputMouse = new PCInputMouse(); }