public CameraHandler( PlayerFacade player, Camera camera, Settings settings) { _settings = settings; _camera = camera; _player = player; }
public EnemyStateRunAway( PlayerFacade player, EnemyModel model, Settings settings, EnemyStateManager stateManager) { _stateManager = stateManager; _settings = settings; _model = model; _player = player; }
public EnemySpawner( PlayerFacade player, Settings settings, EnemyFacade.Factory enemyFactory, EnemyRegistry enemyRegistry, EnemyGlobalTunables globalTunables) { _globalTunables = globalTunables; _enemyRegistry = enemyRegistry; _enemyFactory = enemyFactory; _settings = settings; _player = player; }
public EnemyStateFollow( PlayerFacade player, EnemyModel model, EnemyStateManager stateManager, EnemyTunables tunables, Settings settings) { _settings = settings; _tunables = tunables; _stateManager = stateManager; _model = model; _player = player; }
public EnemyStateIdle( EnemyModel model, Settings settings, EnemyStateManager stateManager, EnemyRegistry registry, PlayerFacade player, EnemyGlobalTunables globalTunables) { _globalTunables = globalTunables; _player = player; _registry = registry; _stateManager = stateManager; _settings = settings; _model = model; }
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 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; }