public IT_Control_InteractorMain(HardDriveGateway iHD, ScreenBoundary iScreen, PointDataGateway iPointData, OutputBoundary iOut) { interactor = new ITControl_Interactor( iOut, iPointData, iHD, iScreen ); }
/// <summary> /// Constructor /// </summary> /// <param></param> /// //viết trước khi có history public PointInteractor( PointDataGateway iPointDataGateway, OutputBoundary iOutput, ScreenBoundary iScreen) { _IPointDataGateway = iPointDataGateway; _Ioutput = iOutput; _IScreen = iScreen; }
public PointInteractorMain(HistoryGateway iHistory, ScreenBoundary iScreen, PointDataGateway iPointData, OutputBoundary iOut) { interactor = new PointInteractor( iHistory, iPointData, iOut, iScreen ); }
public ITControl_Interactor(OutputBoundary iOutput, PointDataGateway iPoint, HardDriveGateway hd, ScreenBoundary iScreen) { _iOuput = iOutput; _iPoint = iPoint; _hd = hd; _iScreen = iScreen; }
public ITControl_Interactor(OutputBoundary iOutput, PointDataGateway iPoint, HardDriveGateway hd, ScreenBoundary iScreen, FileOpenerAPI fileAPI) { _iOuput = iOutput; _iPoint = iPoint; _hd = hd; _iScreen = iScreen; _fileAPI = fileAPI; }
public void Construct( Laser laser, Pool laserPool, ScreenBoundary screenBoundary, LaserHitHandler laserHitHandler ) { this.laser = laser; this.laserPool = laserPool; this.screenBoundary = screenBoundary; this.laserHitHandler = laserHitHandler; }
public AsteroidMoveHandler( IAsteroid asteroid, AsteroidFacade asteroidFacade, AsteroidFacade.Pool asteroidFactory, ScreenBoundary screenBoundary ) { this.asteroid = asteroid; this.asteroidFacade = asteroidFacade; this.asteroidFactory = asteroidFactory; this.screenBoundary = screenBoundary; }
public ShipMoveHandler( Camera camera, Ship ship, ScreenBoundary screenBoundary, StartShootingSignal startShootingSignal ) { this.camera = camera; this.ship = ship; this.screenBoundary = screenBoundary; this.startShootingSignal = startShootingSignal; }
public EnemyMoveHandler( Enemy enemy, EnemyFacade enemyFacade, EnemyFacade.Pool enemyFactory, ScreenBoundary screenBoundary ) { this.enemy = enemy; this.enemyFacade = enemyFacade; this.enemyFactory = enemyFactory; this.screenBoundary = screenBoundary; }
public EnemySpawner( Settings settings, EnemyCommonSettings enemyCommonSettings, ScreenBoundary screenBoundary, EnemyFacade.Pool enemyFactory ) { this.settings = settings; this.enemyCommonSettings = enemyCommonSettings; this.screenBoundary = screenBoundary; this.enemyFactory = enemyFactory; }
public AsteroidSpawner( Settings settings, AsteroidCommonSettings asteroidCommonSettings, ScreenBoundary screenBoundary, AsteroidFacade.Pool asteroidFactory ) { this.settings = settings; this.asteroidCommonSettings = asteroidCommonSettings; this.screenBoundary = screenBoundary; this.asteroidFactory = asteroidFactory; }
public EnemyLaserHandler( Enemy enemy, Settings settings, LaserFacade.Pool laserPool, ScreenBoundary screenBoundary, EnemyCommonSettings enemyCommonSettings ) { this.enemy = enemy; this.settings = settings; this.laserPool = laserPool; this.screenBoundary = screenBoundary; this.enemyCommonSettings = enemyCommonSettings; }
public void PostConstruct() { Vector3 bottomCenter = screenUtil.BottomCenter; Vector3 bottomOffset = new Vector3(0f, -1f, 0f); Boundary = new ScreenBoundary( -screenUtil.maxBound.x + 0.5f, -screenUtil.maxBound.y + 0.5f, screenUtil.maxBound.x - 0.5f, screenUtil.maxBound.y - 0.5f ); SpawnPosition = bottomCenter - bottomOffset; SpawnRotation = Quaternion.identity; FireRate = 0.5f; Speed = 6; }
void Awake() { collisionSoundEffect = GetComponent <AudioSource>(); collisionSoundEffect.enabled = true; powerUp = -1; hasLaunched = false; rigidBody = GetComponent <Rigidbody>(); SphereCollider sphereCollider = GetComponent <SphereCollider>(); Vector3 worldRadiusVector = sphereCollider.transform.TransformPoint(new Vector3(sphereCollider.radius, 0.0f, 0.0f)); worldRadius = worldRadiusVector.x; worldScreenBoundary = ScreenBoundary.GetBoundary(); trailRenderer = GetComponentInChildren <TrailRenderer>(); trailRenderer.enabled = false; //Move the ball up by its radius to ensure the ball is centered over //the paddle this.transform.position = new Vector3(this.transform.position.x, this.transform.position.y + sphereCollider.radius, this.transform.position.z); }
private static void GenerateBricksInLevel(ref StringReader stringReader, ref List <GameObject> bricks) { GameObject brickPrefab = Resources.Load("Prefabs/Brick") as GameObject; GameObject goldenBarPrefab = Resources.Load("Prefabs/GoldenBar") as GameObject; Boundary screenBoundary = ScreenBoundary.GetBoundary(); Vector3 brickSize = new Vector3(screenBoundary.width / MAX_NUMBER_OF_COLUMNS, (screenBoundary.height / (MAX_NUMBER_OF_ROWS * (MAX_NUMBER_OF_COLUMNS / MAX_NUMBER_OF_ROWS))), brickPrefab.transform.localScale.z); brickPrefab.transform.localScale = brickSize; goldenBarPrefab.transform.localScale = brickSize; string line; Vector3 brickPosition = Camera.main.ScreenToWorldPoint(new Vector3(0.0f, Screen.height, 0.0f)); int rows = 0; int columns = 0; while ((line = stringReader.ReadLine()) != null) { if (rows < MAX_NUMBER_OF_ROWS) { char[] textFileContentArray = line.ToCharArray(); bool firstBrick = true; //Use that content to create the breakout level foreach (char character in textFileContentArray) { //Calculate the brick position regardless //of whether there is a character representing a brick if (columns < MAX_NUMBER_OF_COLUMNS) { if (firstBrick) { brickPosition.x += brickSize.x / 2; if (rows == 0) { brickPosition.y = screenBoundary.top - (brickSize.y / 2); } else { brickPosition.y = screenBoundary.top - (brickSize.y * (((float)rows + 1.0f) - 0.5f)); } firstBrick = false; } else { brickPosition.x += brickSize.x; } brickPosition.z = Camera.main.nearClipPlane; columns++; switch (character) { case 'B': { GameObject brick = Instantiate(brickPrefab, brickPosition, Quaternion.identity) as GameObject; bricks.Add(brick); break; } case 'G': { GameObject brick = Instantiate(goldenBarPrefab, brickPosition, Quaternion.identity) as GameObject; bricks.Add(brick); break; } default: { break; } } } else { break; } } rows++; columns = 0; //Reset the x position of the brick position to the left side of the screen brickPosition.x = screenBoundary.left; } else { break; } } }