public GameProcessSystem(IGameSetting gameSetting, ISceneSystem sceneSystem, IUISystem uiSystem) { this.gameSetting = gameSetting; this.sceneSystem = sceneSystem; this.uiSystem = uiSystem; context = new GameProcessContext(); }
public void OnStart() { DebugMy.Log("OnStart", this); mArchievementSystem = new ArchievementSystem(); mCampSystem = new CampSystem(); mCharacterSystem = new CharacterSystem(); mEnergySystem = new EnergySystem(); mGameEventSystem = new GameEventSystem(); mStageSystem = new StageSystem(); mCampInfoUISystem = new CampInfoUI(); mGamePauseUISystem = new GamePauseUI(); mSoldierInfoUISystem = new SoldierInfoUI(); mGameStateInfoUISystem = new GameStateInfoUI(); mArchievementSystem.OnInit(); mCampSystem.OnInit(); mCharacterSystem.OnInit(); mEnergySystem.OnInit(); mGameEventSystem.OnInit(); mStageSystem.OnInit(); mCampInfoUISystem.OnInit(); mGamePauseUISystem.OnInit(); mSoldierInfoUISystem.OnInit(); mGameStateInfoUISystem.OnInit(); }
private void InitializeInEditMode() { persistence = persistenceConcrete; staticData = persistence.GetStaticData(); gameState = persistence.GetGameState(); serverData = persistence.GetServerData(); messageBus = new MessageBus(); uiSystem = new UISystem(); uiSystem.InitInEditMode(); }
public void ShowMenu(GameObject tower, Type type) { if (type == typeof(UpgradeMenuUISystem)) { upgradeMenuSystem.Show(tower); activeScreen = upgradeMenuSystem; } else if (type == typeof(TowerMenuUISystem)) { towerMenuSystem.Show(tower); activeScreen = towerMenuSystem; } }
public void Pause() { activeScreen?.Hide(); pauseMenu.Show(); activeScreen = pauseMenu; }