private void GetData() { _playerData = FileOperations.Deserialize <PlayerData>(_playerDataFileName); _badgeData = FileOperations.Deserialize <BadgeData>(_badgeDataFileName); _automationsData = FileOperations.Deserialize <AutomationsData>(_automationsDataFileName); _settingsData = FileOperations.Deserialize <SettingsData>(_settingsDataFileName); }
public BadgeBusinessRules(PlayerData playerData, BadgeData badgeData, AutomationsData automationsData, IBossCountdown bossCountdown) { _playerData = playerData; _badgeData = badgeData; _automationsData = automationsData; _bossCountdown = bossCountdown; }
public void Init( PlayerData playerData, AutomationsData automationsData, BadgeData badgeData, DefaultAutomationsData defaultAutomations) { _progressResetter = new ProgressResetter(defaultAutomations); _playerData = playerData; _automationsData = automationsData; _badgeData = badgeData; }
public void Init(PlayerData playerData, BadgeData badgeData, AutomationsData automationsData) { _playerData = playerData; _badgeData = badgeData; _automationsData = automationsData; if (_playerData.IsReturningPlayer && _automationsData.AutomationsPower > 0) { InitPanel(); } }
public void Init(AutomationsData automationsData) { _automationsData = automationsData; _maxIndex = _levels.Count - 1; _currentLevelIndex = _levels.IndexOf(_automationsData.LevelsToUpgrade); if (_currentLevelIndex > _maxIndex) { _currentLevelIndex = _maxIndex; } _levelsText.text = string.Format(_template, _levels[_currentLevelIndex]); }
public void Init(PlayerData playerData, AutomationsData automationsData, BadgeData badgeData) { _badgeSprites = new Sprite[_badges.spriteCount]; _bossSprites = new Sprite[_bossBadges.spriteCount]; _bossStandSprites = new Sprite[_bossStands.spriteCount]; _badgeStandSprites = new Sprite[_badgeStands.spriteCount]; _badges.GetSprites(_badgeSprites); _bossBadges.GetSprites(_bossSprites); _badgeStands.GetSprites(_badgeStandSprites); _bossStands.GetSprites(_bossStandSprites); _bossCountdown.Init(); _badgeBusinessInput = new BadgeBusinessRules(playerData, badgeData, automationsData, _bossCountdown); _badgePresentation = GetComponent <BadgePresentation>(); _badgePresentation.Init(badgeData, _badgeBusinessInput); foreach (var mothership in _droppingMotherships) { mothership.Init(badgeData, playerData); } _badgeBusinessInput.CreateBadgeEvent += CreateBadge; _badgeBusinessInput.CreateBossEvent += CreateBoss; _badgeBusinessInput.BadgeCreated += OnBadgeCreated; _bossCountdown.BossNotDefeated += OnBossNotDefeated; _badgeProgressPresentation.Init(badgeData); _hitDamageSpawner.Init(automationsData); _badgeBusinessInput.CreateNewBadge(); }
public void ResetProgress(PlayerData playerData, BadgeData badgeData, AutomationsData automationsData) { playerData.ResetData(); badgeData.ResetData(); automationsData.ResetData(); }
public void Init(AutomationsData automationsData) { _automationsData = automationsData; _hitTextPooler.Init(); }
public void Init(AutomationsData automationsData) { _automationsData = automationsData; }