Esempio n. 1
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 public void Construct(
     Enemy enemy, EnemyTunables tunables,
     EnemyDeathHandler deathHandler)
 {
     _enemy        = enemy;
     _tunables     = tunables;
     _deathHandler = deathHandler;
 }
Esempio n. 2
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 public Enemy(
     Rigidbody rigidBody,
     Collider collider,
     MeshRenderer renderer,
     EnemyTunables tunables)
 {
     _renderer  = renderer;
     _collider  = collider;
     _rigidBody = rigidBody;
 }
Esempio n. 3
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 public void Construct(
     Enemy enemy, EnemyTunables tunables,
     EnemyDeathHandler deathHandler,
     EnemyStateManager stateManager)
 {
     _enemy        = enemy;
     _tunables     = tunables;
     _deathHandler = deathHandler;
     _stateManager = stateManager;
 }
Esempio n. 4
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 public EnemyModel(
     Rigidbody rigidBody,
     Collider collider,
     MeshRenderer renderer,
     EnemyTunables tunables)
 {
     _speed = tunables.Speed;
     _renderer = renderer;
     _collider = collider;
     _rigidBody = rigidBody;
 }
Esempio n. 5
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 public EnemyModel(
     Rigidbody rigidBody,
     Collider collider,
     MeshRenderer renderer,
     EnemyTunables tunables)
 {
     _speed     = tunables.Speed;
     _renderer  = renderer;
     _collider  = collider;
     _rigidBody = rigidBody;
 }
 public void Construct(
     EnemyView view,
     EnemyTunables tunables,
     EnemyDeathHandler deathHandler,
     EnemyStateManager stateManager,
     EnemyRegistry registry)
 {
     _view         = view;
     _tunables     = tunables;
     _deathHandler = deathHandler;
     _stateManager = stateManager;
     _registry     = registry;
 }
Esempio n. 7
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 public EnemyStateFollow(
     PlayerFacade player,
     EnemyModel model,
     EnemyStateManager stateManager,
     EnemyTunables tunables,
     Settings settings)
 {
     _settings = settings;
     _tunables = tunables;
     _stateManager = stateManager;
     _model = model;
     _player = player;
 }
Esempio n. 8
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 public EnemyStateFollow(
     PlayerFacade player,
     EnemyModel model,
     EnemyStateManager stateManager,
     EnemyTunables tunables,
     Settings settings)
 {
     _settings     = settings;
     _tunables     = tunables;
     _stateManager = stateManager;
     _model        = model;
     _player       = player;
 }
Esempio n. 9
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        void SpawnEnemy()
        {
            var tunables = new EnemyTunables()
            {
                Speed    = Random.Range(_settings.SpeedMin, _settings.SpeedMax),
                Accuracy = Random.Range(_settings.AccuracyMin, _settings.AccuracyMax),
            };

            var enemyFacade = _enemyFactory.Spawn(tunables);

            enemyFacade.Position = ChooseRandomStartPosition();

            _lastSpawnTime = Time.realtimeSinceStartup;
        }
Esempio n. 10
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 public EnemyStateFollow(
     IPlayer player,
     Enemy enemy,
     EnemyStateManager stateManager,
     EnemyTunables tunables,
     Settings settings,
     EnemyCommonSettings commonSettings)
 {
     _commonSettings = commonSettings;
     _settings       = settings;
     _tunables       = tunables;
     _stateManager   = stateManager;
     _enemy          = enemy;
     _player         = player;
 }
Esempio n. 11
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 public EnemyStateAttack(
     Bullet.Factory bulletFactory,
     EnemyModel model,
     Settings settings,
     PlayerFacade player,
     EnemyStateManager stateManager,
     EnemyTunables tunables)
 {
     _tunables      = tunables;
     _stateManager  = stateManager;
     _player        = player;
     _settings      = settings;
     _model         = model;
     _bulletFactory = bulletFactory;
     _strafeRight   = Random.Range(0.0f, 1.0f) < 0.5f;
 }
Esempio n. 12
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 public EnemyStateAttack(
     Bullet.Factory bulletFactory,
     EnemyModel model,
     Settings settings,
     PlayerFacade player,
     EnemyStateManager stateManager,
     EnemyTunables tunables)
 {
     _tunables = tunables;
     _stateManager = stateManager;
     _player = player;
     _settings = settings;
     _model = model;
     _bulletFactory = bulletFactory;
     _strafeRight = Random.Range(0.0f, 1.0f) < 0.5f;
 }
 public EnemyStateFollow(
     PlayerFacade player,
     EnemyView view,
     EnemyStateManager stateManager,
     EnemyTunables tunables,
     Settings settings,
     EnemyCommonSettings commonSettings,
     EnemyRotationHandler rotationHandler)
 {
     _rotationHandler = rotationHandler;
     _commonSettings  = commonSettings;
     _settings        = settings;
     _tunables        = tunables;
     _stateManager    = stateManager;
     _view            = view;
     _player          = player;
 }
Esempio n. 14
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 public EnemyStateAttack(
     Bullet.Pool bulletPool,
     Enemy enemy,
     Settings settings,
     IPlayer player,
     EnemyStateManager stateManager,
     EnemyTunables tunables,
     IAudioPlayer audioPlayer,
     EnemyCommonSettings commonSettings)
 {
     _commonSettings = commonSettings;
     _audioPlayer    = audioPlayer;
     _tunables       = tunables;
     _stateManager   = stateManager;
     _player         = player;
     _settings       = settings;
     _enemy          = enemy;
     _bulletPool     = bulletPool;
     _strafeRight    = Random.Range(0.0f, 1.0f) < 0.5f;
 }
Esempio n. 15
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        void SpawnEnemy()
        {
            var settings = new EnemyTunables()
            {
                Speed = Random.Range(_settings.SpeedMin, _settings.SpeedMax),
                Accuracy = Random.Range(_settings.AccuracyMin, _settings.AccuracyMax),
                AttackDistance = Random.Range(_settings.AttackDistanceMin, _settings.AttackDistanceMax),
            };

            var enemyFacade = _enemyFactory.Create(settings);

            // Spawn from a random direction
            var startTheta = Random.Range(0, 2 * Mathf.PI);

            var spawnDistance = Random.Range(_settings.SpawnDistanceMin, _settings.SpawnDistanceMax);

            enemyFacade.Position = _player.Position
                + Vector3.right * spawnDistance * Mathf.Cos(startTheta)
                + Vector3.up * spawnDistance * Mathf.Sin(startTheta);
        }
Esempio n. 16
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        void SpawnEnemy()
        {
            var settings = new EnemyTunables()
            {
                Speed          = Random.Range(_settings.SpeedMin, _settings.SpeedMax),
                Accuracy       = Random.Range(_settings.AccuracyMin, _settings.AccuracyMax),
                AttackDistance = Random.Range(_settings.AttackDistanceMin, _settings.AttackDistanceMax),
            };

            var enemyFacade = _enemyFactory.Create(settings);

            // Spawn from a random direction
            var startTheta = Random.Range(0, 2 * Mathf.PI);

            var spawnDistance = Random.Range(_settings.SpawnDistanceMin, _settings.SpawnDistanceMax);

            enemyFacade.Position = _player.Position
                                   + Vector3.right * spawnDistance * Mathf.Cos(startTheta)
                                   + Vector3.up * spawnDistance * Mathf.Sin(startTheta);
        }
 public EnemyStateAttack(
     Bullet.Factory bulletFactory,
     EnemyView view,
     Settings settings,
     PlayerFacade player,
     EnemyStateManager stateManager,
     EnemyTunables tunables,
     AudioPlayer audioPlayer,
     EnemyCommonSettings commonSettings,
     EnemyRotationHandler rotationHandler)
 {
     _rotationHandler = rotationHandler;
     _commonSettings  = commonSettings;
     _audioPlayer     = audioPlayer;
     _tunables        = tunables;
     _stateManager    = stateManager;
     _player          = player;
     _settings        = settings;
     _view            = view;
     _bulletFactory   = bulletFactory;
     _strafeRight     = Random.Range(0.0f, 1.0f) < 0.5f;
 }