Esempio n. 1
0
    public void InjectDependencies(IUnitHealth unitHealth)
    {
        _unitHealth = unitHealth;

        _unitHealth.OnDamaged += UpdateFillAmount;
        _unitHealth.OnDeath   += PlayDeathFx;
    }
Esempio n. 2
0
    public void InjectDependencies(IUnitHealth unitHealth)
    {
        _unitHealth = unitHealth;

        _unitHealth.OnDamaged += UpdateFillAmount;
        _unitHealth.OnDeath   += DisableCanvasOnDeath;
    }
Esempio n. 3
0
    public CharacterSelector(Unit unit, IUnitMovement unitMovement, IUnitHealth unitHealth)
    {
        _unit         = unit;
        _unitMovement = unitMovement;
        _unitHealth   = unitHealth;

        _unitMovement.OnMovementFinished     += HandleMovementFinished;
        _unitMovement.OnAdjacentCellsUpdated += UpdateAdjacentCells;
        _unitHealth.OnDeath += UnsuscribeFromEvents;

        _isSelected = false;
    }
Esempio n. 4
0
    public void InjectDependencies(
        Unit unit,
        ITurnDealer turnDealer,
        IGrid grid,
        IUnitHealth unitHealth,
        IUnitMovement unitMovement,
        IUnitAI unitAI)
    {
        _unit        = unit;
        _turnDealer  = turnDealer;
        _grid        = grid;
        UnitMovement = unitMovement;
        UnitHealth   = unitHealth;
        UnitAI       = unitAI;

        _turnDealer.OnTurnChanged   += HandleTurnChanged;
        UnitHealth.OnDeath          += HandleUnitDeath;
        GameOverSignal.OnGameOver   += HandleGameOver;
        ResetGameSignal.OnGameReset += ResetUnit;
        InitializeDependencies();
    }
Esempio n. 5
0
 public DamageUnitCommand(IUnitHealth unitHealth, float damage)
 {
     _unitHealth   = unitHealth;
     _damageToUnit = damage;
 }
Esempio n. 6
0
 protected override bool Validate(Vector3 position, GameObject damageable, IUnitHealth health) => true;
        protected override bool Validate(Vector3 position, GameObject damageable, IUnitHealth health)
        {
            var offset = damageable.transform.position - position;

            return(!Physics.Raycast(position, offset, offset.magnitude, _obstacleMask));
        }
 protected abstract bool Validate(Vector3 position, GameObject damageable, IUnitHealth health);