public void Construct( Enemy enemy, EnemyTunables tunables, EnemyDeathHandler deathHandler) { _enemy = enemy; _tunables = tunables; _deathHandler = deathHandler; }
public Enemy( Rigidbody rigidBody, Collider collider, MeshRenderer renderer, EnemyTunables tunables) { _renderer = renderer; _collider = collider; _rigidBody = rigidBody; }
public void Construct( Enemy enemy, EnemyTunables tunables, EnemyDeathHandler deathHandler, EnemyStateManager stateManager) { _enemy = enemy; _tunables = tunables; _deathHandler = deathHandler; _stateManager = stateManager; }
public EnemyModel( Rigidbody rigidBody, Collider collider, MeshRenderer renderer, EnemyTunables tunables) { _speed = tunables.Speed; _renderer = renderer; _collider = collider; _rigidBody = rigidBody; }
public void Construct( EnemyView view, EnemyTunables tunables, EnemyDeathHandler deathHandler, EnemyStateManager stateManager, EnemyRegistry registry) { _view = view; _tunables = tunables; _deathHandler = deathHandler; _stateManager = stateManager; _registry = registry; }
public EnemyStateFollow( PlayerFacade player, EnemyModel model, EnemyStateManager stateManager, EnemyTunables tunables, Settings settings) { _settings = settings; _tunables = tunables; _stateManager = stateManager; _model = model; _player = player; }
void SpawnEnemy() { var tunables = new EnemyTunables() { Speed = Random.Range(_settings.SpeedMin, _settings.SpeedMax), Accuracy = Random.Range(_settings.AccuracyMin, _settings.AccuracyMax), }; var enemyFacade = _enemyFactory.Spawn(tunables); enemyFacade.Position = ChooseRandomStartPosition(); _lastSpawnTime = Time.realtimeSinceStartup; }
public EnemyStateFollow( IPlayer player, Enemy enemy, EnemyStateManager stateManager, EnemyTunables tunables, Settings settings, EnemyCommonSettings commonSettings) { _commonSettings = commonSettings; _settings = settings; _tunables = tunables; _stateManager = stateManager; _enemy = enemy; _player = player; }
public EnemyStateAttack( Bullet.Factory bulletFactory, EnemyModel model, Settings settings, PlayerFacade player, EnemyStateManager stateManager, EnemyTunables tunables) { _tunables = tunables; _stateManager = stateManager; _player = player; _settings = settings; _model = model; _bulletFactory = bulletFactory; _strafeRight = Random.Range(0.0f, 1.0f) < 0.5f; }
public EnemyStateFollow( PlayerFacade player, EnemyView view, EnemyStateManager stateManager, EnemyTunables tunables, Settings settings, EnemyCommonSettings commonSettings, EnemyRotationHandler rotationHandler) { _rotationHandler = rotationHandler; _commonSettings = commonSettings; _settings = settings; _tunables = tunables; _stateManager = stateManager; _view = view; _player = player; }
public EnemyStateAttack( Bullet.Pool bulletPool, Enemy enemy, Settings settings, IPlayer player, EnemyStateManager stateManager, EnemyTunables tunables, IAudioPlayer audioPlayer, EnemyCommonSettings commonSettings) { _commonSettings = commonSettings; _audioPlayer = audioPlayer; _tunables = tunables; _stateManager = stateManager; _player = player; _settings = settings; _enemy = enemy; _bulletPool = bulletPool; _strafeRight = Random.Range(0.0f, 1.0f) < 0.5f; }
void SpawnEnemy() { var settings = new EnemyTunables() { Speed = Random.Range(_settings.SpeedMin, _settings.SpeedMax), Accuracy = Random.Range(_settings.AccuracyMin, _settings.AccuracyMax), AttackDistance = Random.Range(_settings.AttackDistanceMin, _settings.AttackDistanceMax), }; var enemyFacade = _enemyFactory.Create(settings); // Spawn from a random direction var startTheta = Random.Range(0, 2 * Mathf.PI); var spawnDistance = Random.Range(_settings.SpawnDistanceMin, _settings.SpawnDistanceMax); enemyFacade.Position = _player.Position + Vector3.right * spawnDistance * Mathf.Cos(startTheta) + Vector3.up * spawnDistance * Mathf.Sin(startTheta); }
public EnemyStateAttack( Bullet.Factory bulletFactory, EnemyView view, Settings settings, PlayerFacade player, EnemyStateManager stateManager, EnemyTunables tunables, AudioPlayer audioPlayer, EnemyCommonSettings commonSettings, EnemyRotationHandler rotationHandler) { _rotationHandler = rotationHandler; _commonSettings = commonSettings; _audioPlayer = audioPlayer; _tunables = tunables; _stateManager = stateManager; _player = player; _settings = settings; _view = view; _bulletFactory = bulletFactory; _strafeRight = Random.Range(0.0f, 1.0f) < 0.5f; }