public void InjectDependencies(IUnitHealth unitHealth) { _unitHealth = unitHealth; _unitHealth.OnDamaged += UpdateFillAmount; _unitHealth.OnDeath += PlayDeathFx; }
public void InjectDependencies(IUnitHealth unitHealth) { _unitHealth = unitHealth; _unitHealth.OnDamaged += UpdateFillAmount; _unitHealth.OnDeath += DisableCanvasOnDeath; }
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; }
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(); }
public DamageUnitCommand(IUnitHealth unitHealth, float damage) { _unitHealth = unitHealth; _damageToUnit = damage; }
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);