protected virtual void Awake() { Map = Dependancy.Get <WorldMapUI>(gameObject); Region = Dependancy.Get <RegionUI>(gameObject); Modules.Configure(this); }
protected virtual void ConfigureModules() { modules = new ModulesManager(); AddModules(); Modules.Configure(); }
public override void Configure(PlayerProponent data) { base.Configure(data); Units = Dependancy.Get <ProponentUnitsUI>(gameObject); Modules.Configure(this); }
public virtual void Configure(Entity owner) { this.Owner = owner; rigidbody = GetComponent <Rigidbody2D>(); Modules.Configure(this); }
public override void Configure(ProponentAbilities reference) { base.Configure(reference); Cooldown = Dependancy.Get <ProponentAbilityCooldown>(gameObject); Modules.Configure(this); }
void Awake() { List = Dependancy.Get <AbilitiesListUI>(gameObject); Selection = Dependancy.Get <AbilitySelectionUI>(gameObject); Modules.Configure(this); }
protected override void Awake() { base.Awake(); HUD = FindObjectOfType <PlayerUI>(); Modules.Configure(this); HUD.Configure(this); }
protected virtual void Awake() { Health = Dependancy.Get <Health>(gameObject); Defense = Dependancy.Get <EntityDefense>(gameObject); StatusEffects = Dependancy.Get <EntityStatusEffects>(gameObject); TimeScale = Dependancy.Get <EntityTimeScale>(gameObject); Modules.Configure(this); }
private void Awake() { Google = Dependancy.Get <GoogleLogin>(gameObject); Email = Dependancy.Get <EmailLogin>(gameObject); Guest = Dependancy.Get <GuestLogin>(gameObject); Offline = Dependancy.Get <OfflineLogin>(gameObject); Modules.Configure(this); }
public virtual void Configure(BaseTowerSlots slots) { this.slots = slots; Buy = Dependancy.Get <BaseTowerSlotBuyContextUI>(gameObject); Use = Dependancy.Get <BaseTowerSlotsUseContextUI>(gameObject); Sell = Dependancy.Get <BaseTowerSlotBuyContextUI>(gameObject); Modules.Configure(this); }
void Awake() { List = Dependancy.Get <UnitsListUI>(gameObject); Context = Dependancy.Get <UnitContextUI>(gameObject); Selection = Dependancy.Get <UnitSelectionUI>(gameObject); Modules.Configure(this); }
public virtual void Configure(Proponent data) { Proponent = data; Units = Dependancy.Get <BaseUnits>(gameObject); Tower = Dependancy.Get <BaseTower>(gameObject); Graphic = Dependancy.Get <BaseGraphic>(gameObject); Modules.Configure(this); }
public override void Configure(WorldUI data) { base.Configure(data); Levels = Dependancy.Get <LevelsUIList>(gameObject); Difficulty = Dependancy.Get <RegionDifficultyContextUI>(gameObject); Selection = new WorldCore.SelectionData(); Modules.Configure(this); }
protected override void Awake() { base.Awake(); audio = Dependancy.Get <UnitAudio>(gameObject); Controller = Dependancy.Get <UnitController>(gameObject); Body = Dependancy.Get <UnitBody>(gameObject); Navigator = Dependancy.Get <UnitNavigator>(gameObject); Attack = Dependancy.Get <UnitAttack>(gameObject); Speed = Dependancy.Get <UnitSpeed>(gameObject); Modules.Configure(this); }
protected virtual void Awake() { Abilities = Dependancy.Get <ProponentAbilities>(gameObject); Units = Dependancy.Get <ProponentUnits>(gameObject); Energy = Dependancy.Get <ProponentEnergy>(gameObject); Modules.Configure(this); Base = Dependancy.Get <Base>(gameObject); Enemy = Level.Proponents.GetOther(this); }
protected virtual void Awake() { Core.PlayFab.EnsureActivation(); Instance = this; Pause = Dependancy.Get <LevelPause>(gameObject); Speed = Dependancy.Get <LevelSpeed>(gameObject); Proponents = Dependancy.Get <LevelProponents>(gameObject); Menu = FindObjectOfType <LevelMenu>(); Menu.Configure(this); Background = Dependancy.Get <LevelBackground>(gameObject); Finish = Dependancy.Get <LevelFinish>(gameObject); Timer = Dependancy.Get <LevelTimer>(gameObject); camera = FindObjectOfType <GameCamera>(); Modules.Configure(this); }
public override void Configure(Unit data) { base.Configure(data); Modules.Configure(this); }