private void Awake() { var player = new PlayerInitialization(new PlayerFactory(_charactersData.PlayerConfig)); var cameraController = new CameraController(player.Transform); var paralaxController = new ParalaxController(cameraController, _environmentData.BackGroundConfig); var inputInitialization = new InputInitialization(); var playerStateController = new PlayerStateController(player, _charactersData.PlayerConfig, inputInitialization.GetMoveInput(), inputInitialization.GetAttackInput()); var cannon = new AimingCannonController(_cannon.TurretTransform, player.Transform); var coreEmitter = new CoresEmitterController(_cannon.EmitterTransform, _cannon.TurretTransform, _environmentData.CannonConfig); var mace = new MaceController(_mace); var bridge = new BridgeDivider(_bridge); _controllers = new Controllers(); _controllers.Add(cameraController); _controllers.Add(paralaxController); _controllers.Add(new InputController(inputInitialization.GetMoveInput(), inputInitialization.GetAttackInput())); _controllers.Add(playerStateController); _controllers.Add(new TimeRemainingController()); _controllers.Add(new CoinPlaceController(paralaxController.CoinsPlaces, _environmentData.CoinCnf, cameraController)); _controllers.Add(new LevelCompleteManager(player.Transform, paralaxController.DeathZones, _finishPoint, playerStateController)); _controllers.Add(cannon); _controllers.Add(coreEmitter); _controllers.Add(bridge); }
public PlayerMovement(PlayerInitialization player, PlayerConfig config, (IUserInputProxy inputHorizontal, IUserInputProxy inputVertical) input)
public PlayerStateController(PlayerInitialization player, PlayerConfig config, (IUserInputProxy inputHorizontal, IUserInputProxy inputVertical) moveInput,