public EnemyRotationHandler( EnemyView view, Settings settings) { _settings = settings; _view = view; }
public EnemyStateIdle( EnemyView view, Settings settings, EnemyRotationHandler rotationHandler) { _rotationHandler = rotationHandler; _settings = settings; _view = view; }
public void Construct( EnemyView view, EnemyStateIdle idle, EnemyStateAttack attack, EnemyStateFollow follow) { _view = view; _states = new List <IEnemyState> { // This needs to follow the enum order idle, attack, follow }; }
public void Construct( EnemyView view, EnemyTunables tunables, EnemyDeathHandler deathHandler, EnemyStateManager stateManager, EnemyRegistry registry) { _view = view; _tunables = tunables; _deathHandler = deathHandler; _stateManager = stateManager; _registry = registry; }
public EnemyDeathHandler( EnemyView view, AudioPlayer audioPlayer, Explosion.Factory explosionFactory, Settings settings, SignalBus signalBus, EnemyFacade facade) { _facade = facade; _signalBus = signalBus; _settings = settings; _explosionFactory = explosionFactory; _audioPlayer = audioPlayer; _view = view; }
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.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; }