public void Construct( EnemyModel model, EnemyRegistry registry, EnemyStateManager stateManager) { _model = model; _enemyRegistry = registry; _stateManager = stateManager; registry.AddEnemy(this); }
public EnemyStateCommon( EnemySignals.Hit hitSignal, EnemyStateManager stateManager, EnemyModel model) { _model = model; _stateManager = stateManager; _hitSignal = hitSignal; }
public EnemyStateCommon( EnemySignals.Hit hitSignal, EnemyStateManager stateManager, EnemyModel model) { _model = model; _stateManager = stateManager; _hitSignal = hitSignal; }
public void Construct( Enemy enemy, EnemyTunables tunables, EnemyDeathHandler deathHandler, EnemyStateManager stateManager) { _enemy = enemy; _tunables = tunables; _deathHandler = deathHandler; _stateManager = stateManager; }
public EnemyStateRunAway( PlayerFacade player, EnemyModel model, Settings settings, EnemyStateManager stateManager) { _stateManager = stateManager; _settings = settings; _model = model; _player = player; }
public EnemyStateRunAway( PlayerFacade player, EnemyModel model, Settings settings, EnemyStateManager stateManager) { _stateManager = stateManager; _settings = settings; _model = model; _player = player; }
public EnemyStateFollow( PlayerFacade player, EnemyModel model, EnemyStateManager stateManager, EnemyTunables tunables, Settings settings) { _settings = settings; _tunables = tunables; _stateManager = stateManager; _model = model; _player = player; }
public EnemyStateFollow( PlayerFacade player, EnemyModel model, EnemyStateManager stateManager, EnemyTunables tunables, Settings settings) { _settings = settings; _tunables = tunables; _stateManager = stateManager; _model = model; _player = player; }
public void Construct( EnemyView view, EnemyTunables tunables, EnemyDeathHandler deathHandler, EnemyStateManager stateManager, EnemyRegistry registry) { _view = view; _tunables = tunables; _deathHandler = deathHandler; _stateManager = stateManager; _registry = registry; }
public EnemyStateIdle( EnemyModel model, Settings settings, EnemyStateManager stateManager, EnemyRegistry registry, PlayerFacade player, EnemyGlobalTunables globalTunables) { _globalTunables = globalTunables; _player = player; _registry = registry; _stateManager = stateManager; _settings = settings; _model = model; }
public EnemyStateIdle( EnemyModel model, Settings settings, EnemyStateManager stateManager, EnemyRegistry registry, PlayerFacade player, EnemyGlobalTunables globalTunables) { _globalTunables = globalTunables; _player = player; _registry = registry; _stateManager = stateManager; _settings = settings; _model = model; }
public EnemyStateFollow( IPlayer player, Enemy enemy, EnemyStateManager stateManager, EnemyTunables tunables, Settings settings, EnemyCommonSettings commonSettings) { _commonSettings = commonSettings; _settings = settings; _tunables = tunables; _stateManager = stateManager; _enemy = enemy; _player = player; }
public EnemyStateAttack( Bullet.Factory bulletFactory, EnemyModel model, Settings settings, PlayerFacade player, EnemyStateManager stateManager, EnemyTunables tunables) { _tunables = tunables; _stateManager = stateManager; _player = player; _settings = settings; _model = model; _bulletFactory = bulletFactory; _strafeRight = Random.Range(0.0f, 1.0f) < 0.5f; }
public EnemyStateAttack( Bullet.Factory bulletFactory, EnemyModel model, Settings settings, PlayerFacade player, EnemyStateManager stateManager, EnemyTunables tunables) { _tunables = tunables; _stateManager = stateManager; _player = player; _settings = settings; _model = model; _bulletFactory = bulletFactory; _strafeRight = Random.Range(0.0f, 1.0f) < 0.5f; }
public EnemyStateFollow( PlayerFacade player, EnemyView view, EnemyStateManager stateManager, EnemyTunables tunables, Settings settings, EnemyCommonSettings commonSettings, EnemyRotationHandler rotationHandler) { _rotationHandler = rotationHandler; _commonSettings = commonSettings; _settings = settings; _tunables = tunables; _stateManager = stateManager; _view = view; _player = player; }
public EnemyStateAttack( Bullet.Pool bulletPool, Enemy enemy, Settings settings, IPlayer player, EnemyStateManager stateManager, EnemyTunables tunables, IAudioPlayer audioPlayer, EnemyCommonSettings commonSettings) { _commonSettings = commonSettings; _audioPlayer = audioPlayer; _tunables = tunables; _stateManager = stateManager; _player = player; _settings = settings; _enemy = enemy; _bulletPool = bulletPool; _strafeRight = Random.Range(0.0f, 1.0f) < 0.5f; }
public EnemyStateAttack( Bullet.Factory bulletFactory, EnemyView view, Settings settings, PlayerFacade player, EnemyStateManager stateManager, EnemyTunables tunables, AudioPlayer audioPlayer, EnemyCommonSettings commonSettings, EnemyRotationHandler rotationHandler) { _rotationHandler = rotationHandler; _commonSettings = commonSettings; _audioPlayer = audioPlayer; _tunables = tunables; _stateManager = stateManager; _player = player; _settings = settings; _view = view; _bulletFactory = bulletFactory; _strafeRight = Random.Range(0.0f, 1.0f) < 0.5f; }