public void Init(IEntityController entityController, BaseGameEvents gameEvents, float defaultTimescale) { _timeScale = defaultTimescale; _scheduledEntities = new List <IScheduledEntity>(); _gameEvents = gameEvents; _entityController = entityController; }
public void Init(IMapController mapController, BaseEntityCreationData entityCreationData, BaseGameEvents gameEvents) { _mapController = mapController; _entityCreationData = entityCreationData; _allEntities = new List <BaseEntity>(); _entitiesToAdd = new List <BaseEntity>(); _entitiesToRemove = new List <BaseEntity>(); _gameEvents = gameEvents; }
void ResetGame() { UnRegisterEntityEvents(); _gameEvents = null; _cameraController.Cleanup(); _monsterCreator.Cleanup(); _mapController.Cleanup(); _entityController.Cleanup(); _timeController.Cleanup(); _input.OnLayoutChanged += _hud.OnInputLayoutChanged; _hud.Cleanup(); Destroy(_hud.gameObject); }
public void Init(IEntityController entityController, IMapController mapController, BattleTraitData data, IBattleEntity owner, BaseGameEvents gameEvents) { _targets = new List <IBattleEntity>(); _data = data; _entityController = entityController; _owner = owner; _attacks = new List <BaseAttack>(); _currentAttackIdx = 0; _gameEvents = gameEvents; _battleEvents = gameEvents.Battle; foreach (var attackData in data.Attacks) { var attack = attackData.SpawnRuntime(); attack.Init(entityController, mapController); _attacks.Add(attack); } }
void StartGame() { _gameEvents = CreateGameEvents(); // Init game control / time vars _timeController.Init(_entityController, _gameEvents, _gameData.DefaultTimescale); _timeController.Start(); _inputDelay = _gameData.InputDelay; _input.Init(_gameData.InputData, _inputDelay); _mapController.Init(_gameData.MapData); _entityController.Init(_mapController, _gameData.EntityCreationData, _gameEvents); _monsterCreator.Init(_entityController, _mapController, _timeController, _gameEvents.Monsters, _gameData.EntityCreationData.MonsterData); _eventLogger.Init(_timeController, _gameEvents); _hud = CreateGameHUD(); _input.OnLayoutChanged += _hud.OnInputLayoutChanged; // populate the level PopulateLevel(); foreach (var stateContext in _playStatesData.Values) { stateContext.Init(this); } ; _playStateID = PlayStates.Action; _nextPlayStateID = PlayStates.Action; _result = GameResult.Running; _hud.Init(_eventLogger, _entityController.Player, _timeController, _cameraController.UICamera); RegisterEntityEvents(); _gameEvents.Flow.SendStarted(); }
public virtual void Init(TimeController timeController, BaseGameEvents events) { _gameEvents = events; _eventRecord = new List <EventLogMessage>(); _timeController = timeController; }
public override void Init(GameController gameController) { Refresh(gameController); Events = gameController.GameEvents; }
public override void Init(TimeController timeController, BaseGameEvents events) { base.Init(timeController, events); ConnectEvents(); }
internal void Init(Rect mapBounds, Transform cameraTarget, BaseGameEvents gameEvents) { gameEvents.Player.Moved += PlayerMoved; SetBounds(mapBounds); SetTarget(cameraTarget); }