コード例 #1
0
 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);
 }
コード例 #2
0
        protected override void MapBindings()
        {
            base.MapBindings();

            Rapid.Bind("Score", 0);
            Rapid.Bind <StartGameSignal>();
            Rapid.Bind <RestartSignal>();
        }
コード例 #3
0
 protected override void MapBindings()
 {
     Rapid.Bind <LoadSceneSignal>();
     Rapid.Bind <UnloadSceneSignal>();
     Rapid.Bind <SceneLoadedSignal>();
     Rapid.Bind <SceneUnloadedSignal>();
     LoadSceneSignal.AddCommand <LoadSceneCommand>();
     UnloadSceneSignal.AddCommand <UnloadSceneCommand>();
 }
コード例 #4
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        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>();
        }
コード例 #5
0
 public override void Execute()
 {
     Rapid.Bind("Score", 0);
     CpUnityExtensions.UnloadLevelAdditive <GameOverSceneView>();
 }
コード例 #6
0
 protected override void MapBindings()
 {
     base.MapBindings();
     Rapid.Bind <UpdateSphereSignal>(ContextName);
 }