public void UpdateDeathCircleKnowledge(DeathCircleController deathCircleController) { SafeCircleCenterPosition = deathCircleController.SafeCircle.transform.position; DeathCircleCenterPosition = deathCircleController.DeathCircle.transform.position; SafeCircleRadius = deathCircleController.SafeCircle.Radius; DeathCircleRadius = deathCircleController.DeathCircle.Radius; CurrentDeathCircleHurtPoints = deathCircleController.DeathCircleValues.DomagePerSecond[(int)deathCircleController.CurrentPhase]; Vector2 aiPosition = Vector2.zero; Vector2 safeCirclePosition = Vector2.zero; aiPosition.x = Actor.transform.position.x; aiPosition.y = Actor.transform.position.z; safeCirclePosition.x = DeathCircleCenterPosition.x; safeCirclePosition.y = DeathCircleCenterPosition.z; CurrentDistanceOutsideSafeCircle = Vector2.Distance(aiPosition, safeCirclePosition) - SafeCircleRadius; }
private void InjectDeathCircleStatusUpdateEventPublisher([EntityScope] DeathCircleController deathCircleController, [EventChannelScope] DeathCircleStatusUpdateEventChannel deathCircleStatusUpdateEventChannel) { this.deathCircleController = deathCircleController; this.deathCircleStatusUpdateEventChannel = deathCircleStatusUpdateEventChannel; }
private void InjectDeathCircleDistanceEventPublisher([GameObjectScope] DeathCircleController deathCircleController, [EventChannelScope] DeathCircleDistanceEventChannel deathCircleDistanceEventChannel) { this.deathCircleDistanceEventChannel = deathCircleDistanceEventChannel; this.deathCircleController = deathCircleController; }
public DeathCircleStatusUpdateEvent(DeathCircleController deathCircleController) { DeathCircleController = deathCircleController; }
private void InjectDeathCircleHurtEventPublisher([GameObjectScope] DeathCircleController deathCircle, [EventChannelScope] DeathCircleHurtEventChannel deathCircleHurtEventChannel) { this.deathCircle = deathCircle; this.deathCircleHurtEventChannel = deathCircleHurtEventChannel; }