public void Init(Player player, PlayerStats playerStats, Handgun handgun, Shotgun shotgun, Machinegun machinegun, ControlsController controls, SignalBus bus) { _player = player; _playerStats = playerStats; _handgun = handgun; _shotgun = shotgun; _machinegun = machinegun; _controls = controls; _bus = bus; }
void Start() { if (Instance == null) { Instance = this; } if (Instance != this) { Destroy(gameObject); } aboutCanvas.gameObject.SetActive(true); controlsCanvas.gameObject.SetActive(false); }
void Awake() { menuLayer = 1; sceneClickables.Add(playButton); sceneClickables.Add(settingsButton); sceneClickables.Add(fullscreen); sceneClickables.Add(music); sceneClickables.Add(effects); sceneClickables.Add(keyboardSettings); sceneClickables.Add(gamepadSettings); sceneClickables.Add(language); sceneClickables.Add(settingsExit); sceneClickables.Add(fullscreenLeft); sceneClickables.Add(fullscreenRight); sceneClickables.Add(musicLeft); sceneClickables.Add(musicRight); sceneClickables.Add(effectsLeft); sceneClickables.Add(effectsRight); sceneClickables.Add(languageLeft); sceneClickables.Add(languageRight); sceneClickables.Add(select1); sceneClickables.Add(select2); sceneClickables.Add(back1); sceneClickables.Add(back2); sceneClickables.Add(up1); sceneClickables.Add(up2); sceneClickables.Add(down1); sceneClickables.Add(down2); sceneClickables.Add(right1); sceneClickables.Add(right2); sceneClickables.Add(left1); sceneClickables.Add(left2); sceneClickables.Add(controlsExit); sceneClickables.Add(controlsReset); controlsController = GameObject.Find("ControlsController").GetComponent <ControlsController>(); settingsController = GameObject.Find("SettingsController").GetComponent <SettingsController>(); settingsBackdrop = GameObject.Find("MenuLayer2Backdrop").GetComponent <SpriteRenderer>(); settingsBackdrop.enabled = false; selectedIconLeft = GameObject.Find("SelectedIconLeft").GetComponent <SelectedIcon>(); selectedIconRight = GameObject.Find("SelectedIconRight").GetComponent <SelectedIcon>(); }
public Player(string name, Vector2 position, Texture2D texture) { Texture = texture; Name = name; Rotation = 0.0f; Position = position; AccelerationRate = 8.0f; RotationRate = 8.0f; Scale = 0.5f; MaxHealthPoints = 1000; HealthPoints = MaxHealthPoints; Money = 0; ContentManager cm = GameServices.GetService <ContentManager>(); Bullet weaponBullet = new Bullet(-30f, 700f, new DisableEffect(2000f), cm.Load <Texture2D>("Textures/bullet")); Weapon = new Weapon(weaponBullet, 100f, this); HealthBar = new HealthBar(this); PlayerControls = ControlsController.GetControls(this); }
public void Init(WeaponController weaponController, SignalBus bus, ControlsController controlsController) { _weaponController = weaponController; _controlsController = controlsController; bus.Subscribe <PlayerDamaged>(PlayHurtSound); }
public ControlsState() { Controller = new ControlsController(this); }
public void Init(ControlsController controlsController) { _controlsController = controlsController; }
public ControlsControllerTests() { _mockLogger = new Mock <ILogger <ControlsController> >(); _controlsController = new ControlsController(_mockLogger.Object); }
public void Init(ControlsController controlsController, SignalBus bus) { _controlsController = controlsController; _bus = bus; _bus.Subscribe <DataLoaded>(OnDataLoaded); }
//Initialize variables, check the statuses of each panle and display the correct information void Start() { buttonController = GetComponentInChildren<ButtonController>(); controlController = GetComponentInChildren<ControlsController>(); CPU_Controls = 1; l.is_p1_active = true; carImage = transform.FindChild("CarImage").GetComponent<Image>(); carImage.sprite = default_Empty; if (!m.is_this_active) { carImage.sprite = default_notActive; } else { carImage.sprite = default_Empty; } switch (PanelNumber) { case 1: if (l.is_p1_active == true) { nameplayer = "1P"; Controls = 1; } break; case 2: nameplayer = "2P"; break; case 3: nameplayer = "3P"; break; case 4: nameplayer = "4P"; break; } player_selector(); if (m.is_this_active) { if (m.ThisPlayerControl == MoveSelector.ControlTypesHere.Joy1) { Control_Type.text = "Joy1"; ControlIcon.sprite = J1; } else if (m.ThisPlayerControl == MoveSelector.ControlTypesHere.Joy2) { Control_Type.text = "Joy2"; ControlIcon.sprite = J2; } else if (m.ThisPlayerControl == MoveSelector.ControlTypesHere.ArrowKeys) { Control_Type.text = "ArrowKeys"; ControlIcon.sprite = ArrowK; } else if (m.ThisPlayerControl == MoveSelector.ControlTypesHere.WSDA) { Control_Type.text = "WSDA"; ControlIcon.sprite = WASDIcon; } else { Control_Type.text = "Not Assigned"; ControlIcon.sprite = NA; } } else { Control_Type.text = "Not Assigned"; ControlIcon.sprite = NA; } }
public void Init(SceneHandler sceneHandler, ControlsController controlsController) { _sceneHandler = sceneHandler; _controlsController = controlsController; }
//Initialize variables, check the statuses of each panle and display the correct information void Start() { buttonController = GetComponentInChildren <ButtonController>(); controlController = GetComponentInChildren <ControlsController>(); CPU_Controls = 1; l.is_p1_active = true; carImage = transform.FindChild("CarImage").GetComponent <Image>(); carImage.sprite = default_Empty; if (!m.is_this_active) { carImage.sprite = default_notActive; } else { carImage.sprite = default_Empty; } switch (PanelNumber) { case 1: if (l.is_p1_active == true) { nameplayer = "1P"; Controls = 1; } break; case 2: nameplayer = "2P"; break; case 3: nameplayer = "3P"; break; case 4: nameplayer = "4P"; break; } player_selector(); if (m.is_this_active) { if (m.ThisPlayerControl == MoveSelector.ControlTypesHere.Joy1) { Control_Type.text = "Joy1"; ControlIcon.sprite = J1; } else if (m.ThisPlayerControl == MoveSelector.ControlTypesHere.Joy2) { Control_Type.text = "Joy2"; ControlIcon.sprite = J2; } else if (m.ThisPlayerControl == MoveSelector.ControlTypesHere.ArrowKeys) { Control_Type.text = "ArrowKeys"; ControlIcon.sprite = ArrowK; } else if (m.ThisPlayerControl == MoveSelector.ControlTypesHere.WSDA) { Control_Type.text = "WSDA"; ControlIcon.sprite = WASDIcon; } else { Control_Type.text = "Not Assigned"; ControlIcon.sprite = NA; } } else { Control_Type.text = "Not Assigned"; ControlIcon.sprite = NA; } }