private void Start() { // Initialize loader loader = new ZenjectSceneLoader(this.GetComponent <SceneContext>(), this.GetComponentInParent <ProjectKernel>()); // If there is no instance of this class, set it. if (Instance == null) { Instance = this; if (SplashObj != null) { _canvasObj = Instantiate(SplashObj); _canvasObj.transform.SetParent(transform); _canvasObj.transform.position = Vector3.zero; _splashCanvasGroup = _canvasObj.GetComponentInChildren <CanvasGroup>(); _canvasObj.GetComponent <Canvas>().sortingOrder = 999; DontDestroyOnLoad(SplashObj); } Instance.StartCoroutine(LoadLevelFadeIn(DEFAULT_SCENE.Trim(), true, false)); } else { Debug.LogError("There is already a SceneController in the scene."); Destroy(this); } }
public void Constuct( ZenjectSceneLoader sceneLoader, GameDatabase database ) { _sceneLoader = sceneLoader; _dataBase = database; }
public PlayerCollisionController(IMessageBroker messageBroker, ZenjectSceneLoader sceneLoader, INavigationGridAgentCollectorService agentCollectorService, SceneOptions sceneOptions) { _messageBroker = messageBroker; _sceneLoader = sceneLoader; _agentCollectorService = agentCollectorService; _sceneOptions = sceneOptions; }
private LauncherEntryPoint( ZenjectSceneLoader zenjectSceneLoader, [Inject(Id = SceneIds.Menu)] string menuSceneName, TickableManager tickableManager) { this.zenjectSceneLoader = zenjectSceneLoader; this.menuSceneName = menuSceneName; this.tickableManager = tickableManager; }
public LoadSceneCommand(ZenjectSceneLoader sceneLoader, SignalBus signalBus, int sceneIndex, bool restartScene, bool loadAdditive, int unloadSceneIndex) { _sceneLoader = sceneLoader; _signalBus = signalBus; _loadSceneIndex = sceneIndex; _restartScene = restartScene; _loadAdditive = loadAdditive; _unloadSceneIndex = unloadSceneIndex; }
private void Inject( [Inject(Id = SceneIds.Game)] string gameSceneName, [Inject(Id = SceneIds.Menu)] string menuSceneName, ZenjectSceneLoader zenjectSceneLoader) { this.gameSceneName = gameSceneName; this.menuSceneName = menuSceneName; this.zenjectSceneLoader = zenjectSceneLoader; }
public NetworkConnector(INetworkManager networkManager, IModalViewController modalViewController, ZenjectSceneLoader zenjectSceneLoader, ILogger logger) { _networkManager = networkManager; _modalViewController = modalViewController; _sceneLoader = zenjectSceneLoader; _logger = logger; }
public GameOverScreenState(IGameOverScreenViewController gameOverScreenViewController, IAudioPlayer audioPlayer, GameStateSettings gameStateSettings, ZenjectSceneLoader sceneLoader) { _gameOverScreenViewController = gameOverScreenViewController; _audioPlayer = audioPlayer; _gameStateSettings = gameStateSettings; _sceneLoader = sceneLoader; }
public SplashScreenState(ISplashScreenViewController splashScreenViewController, IAudioPlayer audioPlayer, GameStateSettings gameStateSettings, ZenjectSceneLoader sceneLoader) { _splashScreenViewController = splashScreenViewController; _audioPlayer = audioPlayer; _gameStateSettings = gameStateSettings; _sceneLoader = sceneLoader; }
private SceneLauncher( ZenjectAssetBundleSceneLoader zenjectAssetBundleSceneLoader, ZenjectSceneLoader zenjectSceneLoader, TickableManager tickableManager, PreloaderController preloaderController) { this.zenjectAssetBundleSceneLoader = zenjectAssetBundleSceneLoader; this.zenjectSceneLoader = zenjectSceneLoader; this.tickableManager = tickableManager; this.preloaderController = preloaderController; }
public LoadMapSectionCommand(LoadMapSectionCommandData data, IMutableMapData mapData, IPausableCommandQueue pausableCommandQueue, MapSectionContext mapSectionContext, ZenjectSceneLoader sceneLoader) { _data = data; _mapData = mapData; _pausableCommandQueue = pausableCommandQueue; _mapSectionContext = mapSectionContext; _sceneLoader = sceneLoader; }
public LoadMapCommand(LoadMapCommandData data, IMapDataStore mapStore, ICommandFactory commandFactory, ZenjectSceneLoader sceneLoader, IModalViewController modalViewController) { _data = data; _mapStore = mapStore; _commandFactory = commandFactory; _sceneLoader = sceneLoader; _modalViewController = modalViewController; }
public AssetLoader(DiContainer container, [Inject(Id = "NextScene")] string nextScene, AssetLoadingFunction[] assetLoadingFunctions, ZenjectSceneLoader sceneLoader, IModalViewController modalViewController) { _container = container; _nextScene = nextScene; _assetLoadingFunctions = assetLoadingFunctions; _sceneLoader = sceneLoader; _modalViewController = modalViewController; }
public PlayAgainWindowPresenter(MenuManager menuManager, GameInfo info, ZenjectSceneLoader sceneLoader, AudioController audioController) : base(audioController) { MenuManager = menuManager; Info = info; SceneLoader = sceneLoader; AudioController = audioController; menuManager.SetMenu(this); }
public SceneLoader(ZenjectSceneLoader zenjectSceneLoader, TransitionMaskView transitionMaskView, IGameTypeUseCase gameTypeUseCase, StepCountView stepCountView, ILevelUseCase levelUseCase, LevelView levelView, IButtonContainerUseCase buttonContainerUseCase) { _tokenSource = new CancellationTokenSource(); _zenjectSceneLoader = zenjectSceneLoader; _transitionMaskView = transitionMaskView; _gameTypeUseCase = gameTypeUseCase; _stepCountView = stepCountView; _levelUseCase = levelUseCase; _levelView = levelView; _buttonContainerUseCase = buttonContainerUseCase; }
public NewGameMenuPresenter(MenuManager menuManager, Settings settings, PlayerRowMenuFacade.Factory playerRowFactory, PlayerRowMenuModel.Registry rowRegistry, GameInfo info, ZenjectSceneLoader sceneLoader, AudioController audioController) : base(audioController) { MenuManager = menuManager; _Settings = settings; PlayerRowFactory = playerRowFactory; RowRegistry = rowRegistry; Info = info; SceneLoader = sceneLoader; MenuManager.SetMenu(this); }
public GameManager(GameInfo info, [InjectOptional] History history, [InjectOptional] BadgeFacade.Factory badgeFactory, [InjectOptional] BadgeFacade.Settings badgeSettings, [InjectOptional] BadgeSpawnPoint.Registry spawnRegistry, IFetchService <History> historyFetchService, ZenjectSceneLoader sceneLoader, GameSettings gameSettings) { _info = info; _history = history; _badgeFactory = badgeFactory; _badgeSettings = badgeSettings; _spawnRegistry = spawnRegistry; _historyFetchService = historyFetchService; _sceneLoader = sceneLoader; _gameSettings = gameSettings; }
public SceneBehaviour(ZenjectSceneLoader sceneLoader, GameStateManager stateManager, SignalBus signalBus) { _sceneLoader = sceneLoader; _stateManager = stateManager; _signalBus = signalBus; }
public GameInProgressState(GameStateSettings gameStateSettings, ZenjectSceneLoader sceneLoader) { _gameStateSettings = gameStateSettings; _sceneLoader = sceneLoader; }
public SceneLoader(ZenjectSceneLoader sceneLoader, InputHandlingBlocker inputHandlingBlocker) { _sceneLoader = sceneLoader; _inputHandlingBlocker = inputHandlingBlocker; Instance = this; }
public void Construct(ZenjectSceneLoader sceneLoader) { _sceneLoader = sceneLoader; }
private void Construct(ZenjectSceneLoader sceneLoader, ScoreManager scoreManager) { this.scoreManager = scoreManager; _sceneLoader = sceneLoader; }
public GameSceneUiController(GameSceneUiView gameSceneUiView, GameSceneUiModel gameSceneUiModel, ZenjectSceneLoader sceneLoader, SignalBus signalBus, GameState gameState) { _gameSceneUiView = gameSceneUiView; _gameSceneUiModel = gameSceneUiModel; _signalBus = signalBus; gameSceneUiView.CloseButton.OnClickAsObservable().Subscribe(_ => { sceneLoader.LoadScene(MenuSceneIndex); }) .AddTo(gameSceneUiView); #region InitializeButton Events gameSceneUiView.PlayButton.OnClickAsObservable().Subscribe(_ => { gameState.CurrentState = State.Battle; }) .AddTo(gameSceneUiView); gameSceneUiView.GuildARandomPositionButton.OnClickAsObservable().Subscribe(_ => { _signalBus.Fire(new UnitShuffleSignal { ShuffleType = ShuffleType.Position, UnitSide = UnitSide.SideA }); }).AddTo(gameSceneUiView); gameSceneUiView.GuildBRandomPositionButton.OnClickAsObservable().Subscribe(_ => { _signalBus.Fire(new UnitShuffleSignal { ShuffleType = ShuffleType.Position, UnitSide = UnitSide.SideB }); }).AddTo(gameSceneUiView); gameSceneUiView.GuildAShuffleButton.OnClickAsObservable().Subscribe(_ => { _signalBus.Fire(new UnitShuffleSignal { ShuffleType = ShuffleType.Units, UnitSide = UnitSide.SideA }); }).AddTo(gameSceneUiView); gameSceneUiView.GuildBShuffleButton.OnClickAsObservable().Subscribe(_ => { _signalBus.Fire(new UnitShuffleSignal { ShuffleType = ShuffleType.Units, UnitSide = UnitSide.SideB }); }).AddTo(gameSceneUiView); #endregion #region MatchEnd Button Events _gameSceneUiView.HomeButton.OnClickAsObservable().Subscribe(_ => { sceneLoader.LoadScene(MenuSceneIndex); }) .AddTo(gameSceneUiView); _gameSceneUiView.ResetButton.OnClickAsObservable() .Subscribe(_ => { sceneLoader.LoadScene(GameSceneIndex); }).AddTo(gameSceneUiView); #endregion #region Battle Mode Ui _gameSceneUiModel.GuildAScore.Subscribe(value => { _gameSceneUiView.TeamAScoreText.text = $"Team A: {value}"; }).AddTo(gameSceneUiView); _gameSceneUiModel.GuildBScore.Subscribe(value => { _gameSceneUiView.TeamBScoreText.text = $"Team B: {value}"; }).AddTo(gameSceneUiView); #endregion _signalBus.Subscribe <GuildScoreUpdatedSignal>(GuildScoreUpdated); }
private void Construct(ZenjectSceneLoader zenjectSceneLoader) { _zenjectSceneLoader = zenjectSceneLoader; SceneManager.sceneLoaded += OnSceneLoaded; }
public SceneGameLoader(ZenjectSceneLoader sceneLoader) { this.sceneLoader = sceneLoader; }
SceneManager(ZenjectSceneLoader sceneLoader, SceneList list) { this.sceneLoader = sceneLoader; this.list = list; }
public SceneController(ZenjectSceneLoader sceneLoader) { _sceneLoader = sceneLoader; _loadedScenes = new List <string>(); }
private void Construct(ZenjectSceneLoader zenjectSceneLoader) { _zenjectSceneLoader = zenjectSceneLoader; }
public GameManager(ZenjectSceneLoader loader) { _loader = loader; }
public void Init(ZenjectSceneLoader loader) { _loader = loader; }