private void Awake() { eventEmitter = GetComponent <StudioEventEmitter>(); Signals.Get(out playerEnergyLevelChangedSignal); Signals.Get(out victorySignal); Signals.Get(out gameSceneSignal); Signals.Get(out menuSceneSignal); playerEnergyLevelChangedSignal.AddListener(OnEnergyLevelChanged); victorySignal.AddListener(OnVictory); gameSceneSignal.AddListener(OnSceneReload); menuSceneSignal.AddListener(OnSceneReload); }
private void Awake() { _surroundingEnergy = -_playerData.EnergyLossInFog; Signals.Get(out _enterSafeZoneSignal); Signals.Get(out _exitSafeZoneSignal); Signals.Get(out _playerDiedSignal); Signals.Get(out _victorySignal); Signals.Get(out _playerEnergyLevelChangedSignal); Signals.Get(out _waterCollectedSignal); _enterSafeZoneSignal.AddListener(OnEnterSafeZone); _exitSafeZoneSignal.AddListener(OnExitSafeZone); _playerEnergyLevelChangedSignal.AddListener(OnEnergyLevelChanged); _playerDiedSignal.AddListener(OnPlayerDied); _victorySignal.AddListener(OnVictory); _waterCollectedSignal.AddListener(OnWaterCollected); }