public override void _Ready() { SetupStructure(); testholder = new StatHolder(); testholder.AddStat(StatLoader.GetStatType("Health")); testholder.AddStat(StatLoader.GetStatType("Energy")); Test(); }
private void InitializeStats(StatsDictionary stats) { foreach (var statSet in stats) { var statType = statSet.Key; var statDef = statSet.Value; Stat stat; stat = statDef.Regenerative ? new RegenerativeStat(statDef.Amount, statDef.RegenerativeForce) : new Stat(statDef.Amount); StatHolder.AddStat(statType, stat); } }
public Ship(IMove moveImplementation, IRotation rotationImplementation, IShoot shootImplementation, Transform transform, ITransformRegistry transformRegistry, Stat health, ShipMarkUp shipGameObjectMarkUp) { _moveImplementation = moveImplementation; _rotationImplementation = rotationImplementation; shooter = shootImplementation; GameTransform = transform; TransformRegistryBind = transformRegistry; TransformRegistryBind.RegisterTransform(this, GameTransform); StatHolder = new StatHolder(); healthStat = health; healthStat.CurrentChanged += ProcessHealthChange; StatHolder.AddStat(StatType.Health, healthStat); colliderListener = shipGameObjectMarkUp.ColliderListener; colliderListener.EnterCollider += ProcessCollisions; }