public InventoryHealthEffectsController(IGameController gc) { _gc = gc; // Game events produced by the Inventory Effects Controller _freezedByInventoryOverloadEvent = new FixedEvent("Player freezed by inventory overload", ev => Events.NotifyAll(l => l.InventoryOverload())) { AutoReset = true }; }
public UnderwaterHealthEffectsController(IGameController gc, HealthController health) { _gc = gc; _healthController = health; // Game events produced by the Underwater Effects Controller _drowningDeathEvent = new FixedEvent("Drowning death", ev => Events.NotifyAll(l => l.DeathByDrowning())) { AutoReset = true }; }
public RunningHealthEffectsController(IGameController gc, HealthController health) { _gc = gc; _healthController = health; // Game events produced by Running Effects Controller _intenseRunningOnEvent = new FixedEvent("Intence running on trigger", ev => Events.NotifyAll(l => l.IntenseRunningTriggeredOn())) { AutoReset = true }; _intenseRunningOffEvent = new FixedEvent("Intence running off trigger", ev => Events.NotifyAll(l => l.IntenseRunningTriggeredOff())) { AutoReset = true }; }
public UnderwaterHealthEffectsController(IGameController gc, HealthController health) { _gc = gc; _healthController = health; // Game events produced by the Underwater Effects Controller _drowningDeathEvent = new FixedEvent("Drowning death", ev => Events.NotifyAll(l => l.DeathByDrowning())) { AutoReset = true }; _playLightBreath = new FixedEvent("Off-water light breath", ev => Events.NotifyAll(l => l.SwimmingOffWaterLightBreath())) { AutoReset = true }; _playMediumBreath = new FixedEvent("Off-water meduim breath", ev => Events.NotifyAll(l => l.SwimmingOffWaterMediumBreath())) { AutoReset = true }; _playHardBreath = new FixedEvent("Off-water hard breath", ev => Events.NotifyAll(l => l.SwimmingOffWaterHardBreath())) { AutoReset = true }; }