// Override Start so that we can fire the StartSignal public override IContext Start() { base.Start(); GameStartSignal gameStartSignal = (GameStartSignal)injectionBinder.GetInstance <GameStartSignal>(); gameStartSignal.Dispatch(); return(this); }
// The First Context for the game starts here with the start signal override public IContext Start() { base.Start(); // Fire here any startup signal to bootstrap the context GameStartSignal startSignal = (GameStartSignal)injectionBinder.GetInstance <GameStartSignal>(); startSignal.Dispatch(); return(this); }
void OnDestroy() { _gameStartSignal -= OnStartSignal; _gameHighscoreSignal -= OnHighscoreSignal; _gameCreditsSignal -= OnCreditsSignal; _levelStartSignal -= OnLevelSignal; _levelLostSignal -= OnLevelLostSignal; _levelWinSignal -= OnLevelWinSignal; _levelChoseSignal -= OnLevelChoseSignal; _levelNumberStartSignal -= OnLevelSignal; _pauseSignal -= OnPauseSignal; }
void Awake() { _gameStartSignal += OnStartSignal; _gameHighscoreSignal += OnHighscoreSignal; _gameCreditsSignal += OnCreditsSignal; _levelStartSignal += OnLevelSignal; _levelLostSignal += OnLevelLostSignal; _levelWinSignal += OnLevelWinSignal; _levelChoseSignal += OnLevelChoseSignal; _levelNumberStartSignal += OnLevelSignal; _pauseSignal += OnPauseSignal; }
IEnumerator ShowGreetings() { ForceHide(); StartText.transform.position = PositionsSetAccessor.StartP; StartText.text = "Let's TETRIS!"; HighlighAll(); yield return(TextMover.MoveText(StartText, PositionsSetAccessor.MiddleP)); HideAll(); yield return(TextMover.MoveText(StartText, PositionsSetAccessor.FinishP)); StartText.text = ""; GameStartSignal.Dispatch(); }
private TimeUpLossChecker( TimeSpan roundDuration, MemoryGame.GameStartSignal gameStartSignal, MemoryGame.VictorySignal victorySignal, LossSignal lossSignal, TimerController timerController, DelayedAction.Pool delayedActionPool) { this.roundDuration = roundDuration; this.gameStartSignal = gameStartSignal; this.victorySignal = victorySignal; this.LossSignal = lossSignal; this.timerController = timerController; this.delayedActionPool = delayedActionPool; }
private void Init( GameStartSignal startSignal, GameOverSignal gameOverSignal, TargetAquiredSignal targetAquiredSignal, ShowLootPickerSignal lootPickerSignal ) { _targetAquiredSignal = targetAquiredSignal; _gameStartSignal = startSignal; _gameOverSignal = gameOverSignal; _lootPickerSignal = lootPickerSignal; _gameStartSignal += ShowUI; _gameOverSignal += HideUI; _targetAquiredSignal += UpdateEnemyHealthData; _lootPickerSignal += ShowLootPicker; }
private Game( GridController gridController, GridModelFactory gridModelFactory, GridModelWrapper gridModelWrapper, GameStartSignal gameStartSignal, VictorySignal victorySignal, LossSignal lossSignal, [Inject(Id = GameResultMessageController.Victory)] GameResultMessageController victoryMessageController, [Inject(Id = GameResultMessageController.Loss)] GameResultMessageController lossMessageController, DelayedAction.Pool delayedActionPool) { this.gridController = gridController; this.gridModelFactory = gridModelFactory; this.gridModelWrapper = gridModelWrapper; this.gameStartSignal = gameStartSignal; this.victorySignal = victorySignal; this.lossSignal = lossSignal; this.victoryMessageController = victoryMessageController; this.lossMessageController = lossMessageController; this.delayedActionPool = delayedActionPool; }
public HGameplay(IInstanceProvider instanceProvider) { audioPlayer = instanceProvider.GetInstance <IAudioPlayerModel>(); customSaveModel = instanceProvider.GetInstance <ICustomSaveModel>(); scoreModel = instanceProvider.GetInstance <IScoreModel>(); gameEndModel = instanceProvider.GetInstance <IGameEndModel>(); sessionStatistics = instanceProvider.GetInstance <ISessionStatistics>(); interstitialsDisplayModel = instanceProvider.GetInstance <InterstitialsDisplayModel>(); gameStartSignal = instanceProvider.GetInstance <GameStartSignal>(); updateBestScoreSignal = instanceProvider.GetInstance <UpdateBestScoreSignal>(); newLevelSignal = instanceProvider.GetInstance <NewLevelSignal>(); endLevelSignal = instanceProvider.GetInstance <EndLevelSignal>(); currentLevelChangeSignal = instanceProvider.GetInstance <CurrentLevelChangeSignal>(); gameContinueSignal = instanceProvider.GetInstance <GameContinueSignal>(); gameContinueSignal.AddListener(ContinueGame); gamePauseSignal = instanceProvider.GetInstance <GamePauseSignal>(); gamePauseSignal.AddListener(PauseGame); gameResumeSignal = instanceProvider.GetInstance <GameResumeSignal>(); gameResumeSignal.AddListener(ResumeGame); }
private void Init(GameStartSignal startSignal, GameOverSignal gameOverSignal) { _gameStartSignal = startSignal; _gameOverSignal = gameOverSignal; }
void OnDestroy() { _gameStartSignal -= ShowUI; _gameOverSignal -= HideUI; _targetAquiredSignal -= UpdateEnemyHealthData; }
private void Init(GameStartSignal startSignal) { _gameStartSignal = startSignal; }
public void Initialize() { gameStartSignal += GameStartSignal; victorySignal += VictorySignal; }