public override void Execute(int score) { // add score and re-bind it to "Score" binding. // This is not optimal from performance standpoint, and merely serves as an example. // Ideally you would want to define a class like GameModel which contains score field, // and increment it that way without re-binding. Rapid.Bind("Score", Score + score); }
protected override void MapBindings() { base.MapBindings(); Rapid.Bind("Score", 0); Rapid.Bind <StartGameSignal>(); Rapid.Bind <RestartSignal>(); }
protected override void MapBindings() { Rapid.Bind <LoadSceneSignal>(); Rapid.Bind <UnloadSceneSignal>(); Rapid.Bind <SceneLoadedSignal>(); Rapid.Bind <SceneUnloadedSignal>(); LoadSceneSignal.AddCommand <LoadSceneCommand>(); UnloadSceneSignal.AddCommand <UnloadSceneCommand>(); }
protected override void MapBindings() { base.MapBindings(); Rapid.Bind <AddScoreSignal>(ContextName); Rapid.Bind <GameOverSignal>(ContextName); Rapid.Bind <PlayerHitSignal>(ContextName); Rapid.Bind <EnemyHitSignal>(ContextName); // this is where we spawn our game entities Rapid.Bind("EntityRoot", transform.Find("EntityRoot").gameObject, ContextName); AddScoreSignal.AddCommand <AddScoreCommand>(); PlayerHitSignal.AddCommand <PlayerHitCommand>(); EnemyHitSignal.AddCommand <EnemyHitCommand>(); GameOverSignal.AddCommand <GameOverCommand>(); }
public override void Execute() { Rapid.Bind("Score", 0); CpUnityExtensions.UnloadLevelAdditive <GameOverSceneView>(); }
protected override void MapBindings() { base.MapBindings(); Rapid.Bind <UpdateSphereSignal>(ContextName); }