protected virtual void GunnerInputUpdateHandler(PlayerGunner group)
        {
            var handler = new GunnerInputUpdateHandler();

            handler.System = this;
            handler.Group  = group;
            StartCoroutine(handler.Execute());
        }
Esempio n. 2
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        protected virtual void PlayerGunnerCreated(PlayerGunner data, PlayerGunner group)
        {
            var handler = new PlayerGunnerCreated();

            handler.System = this;
            handler.Event  = data;
            handler.Group  = group;
            StartCoroutine(handler.Execute());
        }
Esempio n. 3
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        protected void PlayerGunnerComponentDestroyedFilter(PlayerGunner data)
        {
            var GroupItem = PlayerGunnerManager[data.EntityId];

            if (GroupItem == null)
            {
                return;
            }
            if (!GroupItem.Enabled)
            {
                return;
            }
            this.PlayerGunnerComponentDestroyed(data, GroupItem);
        }
Esempio n. 4
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        protected virtual void PlayerSystemOnCollisionEnterHandler(uFrame.ECS.UnityUtilities.OnTriggerEnterDispatcher data, Hazard collider, PlayerGunner source)
        {
            var handler = new PlayerSystemOnCollisionEnterHandler();

            handler.System   = this;
            handler.Event    = data;
            handler.Collider = collider;
            handler.Source   = source;
            StartCoroutine(handler.Execute());
        }