public GameFlow(LietoDeathSignal deathSignal, LietoResurrectSignal ressurectSignal, CameraFade fade, Settings settings) { _deathSignal = deathSignal; _ressurectSignal = ressurectSignal; _fade = fade; _settings = settings; }
public LietoDeath(FaceDirection faceDirection, Attack attack, Jump jump, Move move, Life life, LietoPushed pushed, LietoDeathSignal deathSignal, DetectCheckpoint detectCheckpoint, CharacterMotor motor, CameraFollow follow, Switch mySwitch) { _faceDirection = faceDirection; _attack = attack; _jump = jump; _move = move; _life = life; _pushed = pushed; _deathSignal = deathSignal; _switch = mySwitch; }
public void Initialize() { _stateMachine.AddState(State.NonAct); _stateMachine.AddState(State.Waiting); _stateMachine.AddState(State.Idle, enterIdle, null, leaveIdle); _stateMachine.AddState(State.Attacking, enterAttack, null, leaveAttack); _stateMachine.CurrentState = State.NonAct; _bossFightStartSignal += bossFightStart; _resurrectSignal += onResurrect; _deathSignal += onDeath; _life.OnDead += onDead; UnityEngine.Random.InitState(9999); }
public void Dispose() { _deathSignal -= onDeathSignal; }
public void Initialize() { _deathSignal += onDeathSignal; }