Esempio n. 1
0
    public System.Object CreateProduct(int productType, System.Object referenceObject, GameObject referenceObjectGameObject = null)
    {
        System.Object product = null;

        //Is going to be repeated in other classes.
        //1.Put this in constructor?(Forced to use a larger scope, might create overhead)
        //This structure is fragile
        List <System.Object> requirementPointers = SystemToolMethods.ReturnObjectPointers(referenceObject, requirementPointerNames);
        InputHandlerUpdater  inputHandlerUpdater = (InputHandlerUpdater)requirementPointers[0];

        switch (productType)
        {
        case (int)FactoriesProducts.InputstateProducts.PlayerInputHandlerDefaultState:
            product = new PlayerInputHandlerDefaultState(referenceObject, referenceObjectGameObject, inputHandlerUpdater);
            break;

        case (int)FactoriesProducts.InputstateProducts.UINavigatorDefaultState:
            product = new UINavigatorInputHandlerDefaultState(inputHandlerUpdater);
            break;

        case (int)FactoriesProducts.InputstateProducts.UINavigatorInGameState:
            product = new UINavigatorInputHandlerInGameState(inputHandlerUpdater);
            break;
        }
        return(product);
    }
Esempio n. 2
0
 private void Update()
 {
     SystemToolMethods.UpdateIUpdaters(updaters);
 }