public SwitchEntityStateNode(
     IActorStateModel actorStateModel,
     EntityState targetState)
 {
     _relationshipDataComponent = actorStateModel.Get <RelationshipDataComponent>();
     _targetState = targetState;
 }
        public FirstTouchNode(
            IActorStateModel actorStateModel,
            BehaviourTreeConfig behaviourTreeConfig)
        {
            _behaviourTreeConfig = behaviourTreeConfig;

            _sensorDataComponent       = actorStateModel.Get <SensorDataComponent>();
            _relationshipDataComponent = actorStateModel.Get <RelationshipDataComponent>();
        }
Exemplo n.º 3
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        public EntityStateNotificationSystem(IActorStateModel actor)
            : base(actor)
        {
            _relationshipDataComponent = actor.Get <RelationshipDataComponent>();

            _components = actor.GetAll <IEntityStateSensitiveDataComponent>();

            _relationshipDataComponent.Relationship
            .Subscribe(OnRelationShipChanged)
            .AddTo(Disposer);
        }
        public NovatarFacade(
            IMonoEntity entity,
            IActorStateModel actor,
            BehaviourTree behaviourTree,
            IPauseStateModel pauseStateModel)
            : base(entity, actor, pauseStateModel)
        {
            _behaviourTree             = behaviourTree;
            _originDataComponent       = Actor.Get <OriginDataComponent>();
            _relationshipDataComponent = Actor.Get <RelationshipDataComponent>();

            _resettableNodes = _behaviourTree.Nodes
                               .OfType <IResettableNode>()
                               .ToList();

            _originDataComponent.SpawnPosition
            .Subscribe(Entity.SetPosition)
            .AddTo(Disposer);
        }
 protected override void OnSetup()
 {
     _relationshipDataComponent = Actor.Get <RelationshipDataComponent>();
     _healthDataComponent       = Actor.Get <HealthDataComponent>();
 }