public AssetBundlesStorage(IObjectLoader objectLoader, ICoroutiner coroutiner) { _coroutiner = coroutiner; _objectLoader = objectLoader; LoadAssets(); // _coroutiner.StartCoroutine(DownloadAssetsAndCache()); }
void LateUpdate() { for (int i = 0; i < _enumerators.Count; ++i) { if (_enumerators[i].Current is ICoroutiner) { ICoroutiner yieldInstruction = _enumerators[i].Current as ICoroutiner; if (!yieldInstruction.IsDone()) { continue; } } if (!_enumerators[i].MoveNext()) { _enumeratorsBuffer.Add(_enumerators[i]); continue; } } for (int i = 0; i < _enumeratorsBuffer.Count; ++i) { _enumerators.Remove(_enumeratorsBuffer[i]); } _enumeratorsBuffer.Clear(); }
public PopupGameMenu(IObjectStorage objectStorage, IPublisher publisher, IAnimaManager animaManager, ICoroutiner coroutiner) { _objectStorage = objectStorage; _publisher = publisher; _animaManager = animaManager; _coroutiner = coroutiner; }
private void Awake() { var obj = GameObject.Find("CarrierObject"); if (obj) Destroy(obj); var dependenciesObject = new GameObject("CarrierObject"); dependenciesObject.AddComponent<Coroutiner>(); _coroutiner = dependenciesObject.GetComponent<ICoroutiner>(); }
public EnemyManager(IPublisher publisher, ICoroutiner coroutiner, IAnimaManager animaManager, IObjectStorage objectStorage, IConfigurateManager configurateManager) { _publisher = publisher; _coroutiner = coroutiner; _animaManager = animaManager; _objectStorage = objectStorage; _configurateManager = configurateManager; _listEnemys = new List <GameObject>(); }
public PopupEvent(IObjectStorage objectStorage, IPublisher publisher, IAnimaManager animaManager, ICoroutiner coroutiner, IConfigurateManager configurateManager) { _objectStorage = objectStorage; _publisher = publisher; _animaManager = animaManager; _coroutiner = coroutiner; _configurateManager = configurateManager; }
public AudioManager(IObjectStorage objectStorage, ICoroutiner coroutiner) { _objectStorage = objectStorage; _coroutiner = coroutiner; _lowPitchRange = 0.95f; _highPitchRange = 1.05f; _crossFadeRate = 1.5f; _musicVolume = 0.3f; }
public static ICoroutiner CreateCoroutiner() { GameObject coroutinerGO = new GameObject("COROUTINER"); coroutinerGO.AddComponent <Coroutiner>(); ICoroutiner coroutiner = coroutinerGO.GetComponent <Coroutiner>(); return(coroutiner); }
public GameManager(IPublisher publisher, IAnimaManager animaManager, IObjectStorage objectStorage, ICoroutiner coroutiner, IInventoryManager inventoryManager, IConfigurateManager configurateManager) { _publisher = publisher; _animaManager = animaManager; _objectStorage = objectStorage; _coroutiner = coroutiner; _inventoryManager = inventoryManager; _configurateManager = configurateManager; }
public PopupRewardEvent(IPublisher publisher, IObjectStorage objectStorage, IConfigurateManager configurateManager, ICoroutiner coroutiner) { _publisher = publisher; _objectStorage = objectStorage; _configurateManager = configurateManager; _coroutiner = coroutiner; //_emptyTokens = new List<TokenRewardEnum>(){TokenRewardEnum.Pass, TokenRewardEnum.RestoreHealth}; _tokensReward = new List <TokenRewardEnum>(); //_rectTokensReward = new List<float>(){0.3435f,0.4242f,0.7052f,0.574f}; }
public MasterManager(ICoroutiner coroutiner, IUpdateManager updateManager, INotifier gameplayNotifier, INotifier uiNotifier, IObjectStorage objectStorage, ISpawnManager spawnManager) { Coroutiner = coroutiner; UpdateManager = updateManager; GameplayNotifier = gameplayNotifier; UINotifier = uiNotifier; ObjectStorage = objectStorage; SpawnManager = spawnManager; }
public AlliesManager(ICoroutiner coroutiner, IConfigurateManager configurateManager) { _coroutiner = coroutiner; _configurateManager = configurateManager; _listAllies = new List <GameObject>(); _hpAlliesText = new Dictionary <GameObject, TextMeshProUGUI>(); _damageAlliesText = new Dictionary <GameObject, TextMeshProUGUI>(); _curAndMaxHpAllies = new Dictionary <GameObject, List <int> >(); _curAndMaxDamageAllies = new Dictionary <GameObject, List <int> >(); }
public BaseManagers(ISaveManager saveManager, IAnimaManager animaManager, IPublisher publisher, IObjectStorage objectStorage, IConfigurateManager configurateManager, ICoroutiner coroutiner, IAudioManager audioManager) { SaveManager = saveManager; AnimaManager = animaManager; ObjectStorage = objectStorage; Publisher = publisher; Coroutiner = coroutiner; ConfigurateManager = configurateManager; AudioManager = audioManager; }
private GameObject _parentObject; //использую при снятии экипированной карты //-------------------Конструктор public InventoryManager(IObjectStorage objectStorage, IPublisher publisher, ICoroutiner coroutiner, IConfigurateManager configurateManager) { _objectStorage = objectStorage; _publisher = publisher; _coroutiner = coroutiner; _configurateManager = configurateManager; _player = GameClass.Red; _autoequpment = true; _inventoryPlayers = new Dictionary <GameClass, List <string> >(); _equpmentCardsPlayers = new Dictionary <GameClass, List <string> >(); CreatePlayersInventory(); }
public static IMasterManager CreateMasterManager() { ICoroutiner coroutiner = CreateCoroutiner(); IUpdateManager updateManager = CreateUpdateManager(); INotifier gameplayNotifier = new Notifier(); INotifier uiNotifier = new Notifier(); IObjectStorage objectStorage = new ObjectStorage(); ISpawnManager spawnManager = new SpawnManager(objectStorage); IMasterManager masterManager = new MasterManager(coroutiner, updateManager, gameplayNotifier, uiNotifier, objectStorage, spawnManager); return(masterManager); }
private List <GameObject> _poolCardsPlayer; //колода карт //private IDeckManager _deckManagerImplementation; public DeckManager(IObjectStorage objectStorage, IInventoryManager inventoryManager, IAnimaManager animaManager, IPublisher publisher, ICoroutiner coroutiner, ITargetManager targetManager, IConfigurateManager configurateManager) { _objectStorage = objectStorage; _inventoryManager = inventoryManager; _animaManager = animaManager; _publisher = publisher; _coroutiner = coroutiner; _targetManager = targetManager; _configurateManager = configurateManager; _maxCardsInHand = 6; _currentCardsInHand = 0; _currentCardsInDiscard = 0; _discardCards = new List <string>(); }
private void Start() { _coroutiner = new GameObject(Strings.COROUTINER).AddComponent <Coroutiner>(); _updateManager = new GameObject(Strings.UPDATE_MANAGER).AddComponent <UpdateManager>(); _gameplayNotifier = new Notifier(); _uiNotifier = new Notifier(); _objectStorage = new ObjectStorage(); _spawnManager = new SpawnManager(_objectStorage); IMasterManager masterManager = new MasterManager(_coroutiner, _updateManager, _gameplayNotifier, _uiNotifier, _objectStorage, _spawnManager); INavigationManager navigationManager = new NavigationManager(masterManager); navigationManager.Navigate(SceneTypesEnum.BootstrapperScene, SceneTypesEnum.StartScreenScene, null); }
private void SetDependecies(ILogicManager logicManager) { _popupManagers = logicManager.PopupManagers; _tokenRewardManager = logicManager.GameManagers.TokenRewardManager; _saveManager = logicManager.BaseManagers.SaveManager; _animaManager = logicManager.BaseManagers.AnimaManager; _objectStorage = logicManager.BaseManagers.ObjectStorage; _publisher = logicManager.BaseManagers.Publisher; _gameManager = logicManager.GameManagers.GameManager; _coroutiner = logicManager.BaseManagers.Coroutiner; _deckManager = logicManager.GameManagers.DeckManager; _targetManager = logicManager.GameManagers.TargetManager; _enemyManager = logicManager.GameManagers.EnemyManager; _alliesManager = logicManager.GameManagers.AlliesManager; _configurateManager = logicManager.BaseManagers.ConfigurateManager; _audioManager = logicManager.BaseManagers.AudioManager; _activateCardManager = logicManager.GameManagers.ActivateCardManager; _publisher.AddSubscriber(this); }
public void Coroutine_Create_NotNull() { ICoroutiner coroutiner = ObjectsCreator.CreateCoroutiner(); Assert.IsNotNull(coroutiner); }
public PopupDescriptionCard(ICoroutiner coroutiner, IAnimaManager animaManager) { _coroutiner = coroutiner; _animaManager = animaManager; }
public GameStageManager(IPublisher publisher, ICoroutiner coroutiner) { _publisher = publisher; _coroutiner = coroutiner; }