public AvatarFacade( IMonoEntity entity, IActorStateModel actor, IPauseStateModel pauseStateModel) : base(entity, actor, pauseStateModel) { }
public EntityFacade( IMonoEntity entity, IActorStateModel actor, IPauseStateModel pauseStateModel) { Entity = entity; Actor = actor; _pauseStateModel = pauseStateModel; _entityLifecycleDisposable = new SerialDisposable().AddTo(Disposer); Entity.Setup(Actor); Actor.Get <TransformDataComponent>() .SetMonoEntity(Entity); HealthDataComponent = Actor.Get <HealthDataComponent>(); HealthDataComponent.IsAlive .DelayFrame(1) .Subscribe(OnIsAliveChanged) .AddTo(Disposer); Observable.EveryUpdate() .Where(_ => CanTick) .Subscribe(_ => OnTick()) .AddTo(Disposer); }
public GameRoundDurationController( IGameRoundDurationModel gameRoundDurationModel, IAvatarLocator avatarLocator, IGameRoundStateModel gameGameRoundStateModel, IPauseStateModel pauseStateModel) { _gameRoundDurationModel = gameRoundDurationModel; _avatarLocator = avatarLocator; _gameGameRoundStateModel = gameGameRoundStateModel; _pauseStateModel = pauseStateModel; }
public InputMovementController( IActorStateModel actorStateModel, VirtualJoystickModel virtualJoystickModel, UserInputConfig userInputConfig, IPauseStateModel pauseStateModel) : base(actorStateModel) { _virtualJoystickModel = virtualJoystickModel; _userInputConfig = userInputConfig; _pauseStateModel = pauseStateModel; Observable.EveryUpdate() .Subscribe(_ => OnUpdate()) .AddTo(Disposer); }
public NovatarFacade( IMonoEntity entity, IActorStateModel actor, BehaviourTree behaviourTree, IPauseStateModel pauseStateModel) : base(entity, actor, pauseStateModel) { _behaviourTree = behaviourTree; _originDataComponent = Actor.Get <OriginDataComponent>(); _relationshipDataComponent = Actor.Get <RelationshipDataComponent>(); _resettableNodes = _behaviourTree.Nodes .OfType <IResettableNode>() .ToList(); _originDataComponent.SpawnPosition .Subscribe(Entity.SetPosition) .AddTo(Disposer); }