void Start()
    {
        Debug.Log("Parent: " + Parent);
        Debug.Log("Child: " + child);
        Debug.Log("Sibling Component: " + siblingComponent);

        Debug.Log("Canvas: " + canvas);

        Debug.Log("SettingsManager: " + SettingsManager);
        Debug.Log("Settings: " + settings);

        Debug.Log("Author: " + NameOfAuthor);

        Debug.Log("Field from method injection:" + methodInjectionField);

        Debug.Log("Instance of an interface (field 1):" + demoInterfaceInstance1.GetGreeting());
        Debug.Log("Instance of an interface (field 2):" + demoInterfaceInstance2.GetGreeting());

        Debug.Log("Instance of an interface with constructor parameters:" + demoInterfaceInstanceWithConstructorParameters.GetByeBye());

        Debug.Log("Optional sceneNavigator: " + sceneNavigator);
        Debug.Log("Optional uiText: " + uiText);

        Debug.Log("The bound int: " + SceneInjector.GetValueForInjectionKey <int>());
        Debug.Log("The bound instance of an interface: " + SceneInjector.GetValueForInjectionKey <IDependencyInjectionDemoInterface>());

        Debug.Log("Injector:" + injector);
    }
Exemple #2
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        public void SetUp()
        {
            DependencyContainer.Instance.Reset();

            gameObjects = new GameObject[numInjectees + 2];
            injectees   = new MockInjectee[numInjectees];

            stringDependency = new MockDependency <string>(STRING);
            intDependency    = new MockDependency <int>(INT);

            for (int i = 0; i < numInjectees + 1; i++)
            {
                gameObjects[i] = new GameObject();

                if (i == 0)
                {
                    provider = gameObjects[i].AddComponent <MockProvider>();
                    provider.stringProvider = stringDependency;
                    provider.intProvider    = intDependency;
                }
                else
                {
                    injectees[i - 1] = gameObjects[i].AddComponent <MockInjectee>();
                }
            }

            injector = provider.gameObject.AddComponent <SceneInjector>();
        }
    //in the future, take twists.
    public GameObject SpawnEnemy(SceneInjector inject, RoomManager _in)
    {
        Gfx.SetActive(false);

        GameObject nuMeat   = Instantiate(EnemyPrefab, this.transform.position, this.transform.rotation);
        BaseEnemy  EnScript = nuMeat.GetComponent <BaseEnemy>();

        EnScript.AddInject(inject);
        EnScript.AttachManager(_in);
        //Debug.Log("EnemSpawn: Spawnered: " + nuMeat.name);

        nuMeat.transform.SetParent(_in.gameObject.transform);

        return(nuMeat);
    }
Exemple #4
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    public void InstantiatePlayer(SceneInjector passject, Transform incam)
    {
        sceneject = passject;
        MainCam   = incam;



        //Input

        playerInput = new PlayerControls();
        //playerInput.Debug.DieBind.performed += _ => PlayerDeath();
        playerInput.Debug.DBGdmg.performed        += _ => DebugModify();
        playerInput.MovementMK.Interact.performed += _ => Interact();
        playerInput.MovementMK.Reset.performed    += ctx => Quit();

        //DEBUG: originally in  onenable, but the spawn method is a little odd to be sure.
        playerInput.Enable();

        //Injection
        //sceneject.SceneJect += Injection;
        //sceneject.FixedSceneLoad += PlayerStart;

        LM           = sceneject.Request <LevelManagement>();
        pooler       = sceneject.Request <Pooler>();
        debugManager = sceneject.Request <DebugManager>();

        //DEBUG: input state set, just for now. Eventually, legitimate start.
        inputState = InputState.Move;


        //Stats Subscription
        playerstat               = this.GetComponent <StatsManager>(); //get player stats
        playerstat.onDeath      += PlayerDeath;
        playerstat.HealthUpdate += UpdateHealth;
        playerstat.StatUpdate   += UpdateStats;


        //load local.
        playerMove = this.GetComponent <ThirdPersonMovement>();
        playerstat = this.GetComponent <StatsManager>();
        playercomb = this.GetComponent <PlayerCombat>();
        playerload = this.GetComponent <PlayerLoadout>();

        PlayerStart();
    }
//TEMP: basically, spawn, with new start based on Room Manager.
    public void AddInject(SceneInjector _in)
    {
        sceneject = _in;
        _pool     = sceneject.Request <Pooler>();
        EnemyStart();
    }
Exemple #6
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 private void AttachSceneject(SceneInjector _sceneject)
 {
     sceneject = _sceneject;
 }
Exemple #7
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    //main thing, to pass in injections. Otherwise, track # of enemies in area, and rewards.

    //box collider

    //rewards

    public void StartRoom(SceneInjector _in)
    {
        AttachSceneject(_in);
        InjectEnemies();
    }