public GameController( ILogger <GameController> logger, IGameSessionService gameSessionService) { _logger = logger; _gameSessionService = gameSessionService; }
private void Awake() { _cueBallRB = cueBall.GetComponent <Rigidbody>(); _yellowTargetBallRB = yellowTargetBall.GetComponent <Rigidbody>(); _redTargetBallRB = redTargetBall.GetComponent <Rigidbody>(); if (!_cueBallRB || !_yellowTargetBallRB || !_redTargetBallRB) { Debug.LogError("All balls must have an attached Rigidbody!"); } _cameraTransform = Camera.main.transform; _gameSessionService = ServiceLocator.Resolve <IGameSessionService>(); _gameSettingsService = ServiceLocator.Resolve <IGameSettingsService>(); _gameSettingsService.LoadGameSettings(Constants.DIRECTORY_PATH_SAVES, Constants.FILE_NAME_SETTINGS, Constants.EXTENSION_SAVE_FILES); _eventService = ServiceLocator.Resolve <IEventService>(); _cachedCueBallPosition = cueBall.transform.position; _cachedRedTargetBallPosition = redTargetBall.transform.position; _cachedYellowTargetBallPosition = yellowTargetBall.transform.position; // Setup the state machine stateHolder.updateDelegates = new StateHolder.UpdateDelegate[3]; stateHolder.updateDelegates[(int)ControllerState.AwaitingInput] = UpdateAwaitingInput; stateHolder.updateDelegates[(int)ControllerState.BallInMotion] = UpdateBallInMotion; stateHolder.updateDelegates[(int)ControllerState.Replay] = UpdateReplay; }
public GameSessionController(IGameSessionService service, ILogger logger, IUserSessions sessions, IEnvironment environment) { _service = service; _logger = logger; _sessions = sessions; _environment = environment; }
private void Awake() { _gameSettingsService = ServiceLocator.Resolve <IGameSettingsService>(); _gameSessionService = ServiceLocator.Resolve <IGameSessionService>(); // Load game settings from the previously saved session if it exists (for now audio volume only). _gameSettingsService.LoadGameSettings(Constants.DIRECTORY_PATH_SAVES, Constants.FILE_NAME_SETTINGS, Constants.EXTENSION_SAVE_FILES); // Load game data from the previously saved session if it exists (saved during game over). _gameSessionService.LoadGameSessionData(Constants.DIRECTORY_PATH_SAVES, Constants.FILE_NAME_LAST_SESSION, Constants.EXTENSION_SAVE_FILES); UpdateUIFromGameSettings(); UpdateUIFromGameSessionData(); }
private void Awake() { _eventService = ServiceLocator.Resolve <IEventService>(); _gameSessionService = ServiceLocator.Resolve <IGameSessionService>(); }
public GameSessionController(IGameSessionService gameSessionService) { _gameSessionService = gameSessionService; }
public GameSessionsHub(IGameService gameService, IGameSessionService gameSessionService, IMapper mapper) { this.gameService = gameService; this.gameSessionService = gameSessionService; this.mapper = mapper; }
public FeedbackCreateRequestHandler(IGameSessionService gameSessionService , IFeedbackService feedbackService) { _feedbackService = feedbackService; _gameSessionService = gameSessionService; }
public GameSessionViewComponent(IGameSessionService gameSessionService) { _gameSessionService = gameSessionService; }
protected override void Awake() { base.Awake(); _gameSessionService = ServiceLocator.Resolve <IGameSessionService>(); }
public GameSessionController(IGameSessionService service, ILogger logger) { _service = service; _logger = logger; }
protected override void OnSetup() { _mockGameSessionStorage = Substitute.For <IGameSessionStorage>(); _mockGameSessionService = Substitute.For <IGameSessionService>(); Controller = new GameSessionController(_mockGameSessionStorage, _mockGameSessionService); }
public PlayerController(IPlayerService authenticationService, IGameSessionService gameSessionService) { _playerService = authenticationService; _gameSessionService = gameSessionService; }
public GameSessionHub(IGameSessionService gameSessionService) { _gameSessionService = gameSessionService; }
public GameSessionController(IGameSessionService gameSessionService, DbContextOptions <GameDbContext> dbContextOptions) // wstrzyknięcie zależności { _dbContextOptions = dbContextOptions; _gameSessionService = gameSessionService; }
public GameSessionContext(ISceneHost scene, GameSessionConfiguration config, IGameSessionService service) { Scene = scene; Config = config; Service = service; }
public CleanOldGamesJob(IGameSessionService gameSessionService) { this.gameSessionService = gameSessionService; }
public GameSessionController(IGameSessionStorage gameSessionStorage, IGameSessionService gameSessionService) { _gameSessionStorage = gameSessionStorage; _gameSessionService = gameSessionService; }