public void SetupDependecies (BattleManager battleManager, InputManager inputManager) { _battleManager = battleManager; _cursor = _battleManager.Cursor; _inputManager = inputManager; _battleMovement = _battleManager.BattleMovement; _overlaysManager = _battleManager.OverlaysManager; _cameraMover = _battleManager.CameraMover; }
//call before using this class public void SetupDependecies (BattleManager battleManager, InputManager inputManager, UnitToAttackInput unitToAttackInput) { _cursor = battleManager.Cursor; _battleManager = battleManager; _inputManager = inputManager; _unitToAttackInput = unitToAttackInput; _battleMovement = _battleManager.BattleMovement; _overlaysManager = _battleManager.OverlaysManager; }
public void SetupDependecies(BattleManager battleManager, InputManager inputManager, CombatManager combatManager) { _cursor = battleManager.Cursor; _battleManager = battleManager; _inputManager = inputManager; _combatManger = combatManager; _overlaysManager = battleManager.OverlaysManager; _battleMovement = battleManager.BattleMovement; }
private void Awake() { BattleTurnManager = GetComponent <BattleTurnManager>(); BattleMovement = new BattleMovement(OverlaysManager, BattleTurnManager); OverlaysManager.SetUp(BattleMovement, this); Cursor = CursorObject.GetComponent <Cursor>(); CombatManager = GetComponent <CombatManager>(); GameObject mainCameraGO = GameObject.FindGameObjectWithTag("MainCamera"); CameraMover = mainCameraGO.GetComponent <CameraMover>(); DefaultOverlay = Cursor.Overlay; }
public void OnUnitDeath(Unit unit) { BattleMovement.UntrackEnemyRange(unit); BattleMovement.UpdateTrackedTiles(); OverlaysManager.UpdateTrackedOverlays(); }
public BattleMovement(OverlaysManager overlaysManager, BattleTurnManager battleTurnManager) { _overlaysManager = overlaysManager; _battleTurnManager = battleTurnManager; }