public UIManager() { _escapeButton = new PCUserInputEscape(); _allBaseUI = Object.FindObjectsOfType <BaseUI>().ToList(); for (int i = 0; i < _allBaseUI.Count; i++) { _allBaseUI[i].gameObject.SetActive(false); } }
public BulletManager(Transform bullet, Transform barrel, float bulletSpeed, ShipWeaponLocker weaponLocker) { _barrel = barrel; _bulletSpeed = bulletSpeed; _fire = new PCUserInputFire(); _bulletPull = new BulletPull(bullet); _returnChecker = new TransformReturnChecker(); _bullets = new List <Transform>(); _weaponLocker = weaponLocker; }
public TakeObjectInput(ITakeObject takeObject) { _takeObjectInput = new PCUserInputTake(); _takeObject = takeObject; }
public GrenadeInput(IPull <IGrenadeModel> grenades, Transform throwGrenadePosition, ITakeObject takeObject) { _grenadeThrow = new GrenadeThrow(grenades, throwGrenadePosition, takeObject); _grenadeInput = new PCUserInputGrenade(); }
public MineInput(IPull <IMineModel> mines, Transform setPoint) { _mineSetter = new MineSetter(mines, setPoint); _mineInput = new PCUserInputMine(); }
public AccelerationManager(IShip ship) { _ship = ship; _acceleration = new PCUserInputAcceleration(); }