private void ReadConfigFile() { TextAsset configFile = Resources.Load<TextAsset>(_configFilePath); Config = JsonUtility.FromJson<Config>(configFile.text); CoroutineManager.DoAfterFixedUpdate(() => { SignalBus.Fire(new GameConfigLoadedSignal()); }); }
private void StartGame() { _sceneManager.LoadSceneAsync(SceneNames.Game, () => { _sceneManager.SetActiveScene(SceneNames.Game); CoroutineManager.DoAfterFixedUpdate(() => { _signalBus.TryFire <GameStartedSignal>(); }); }); }
public override void InstallBindings() { ServiceLocator.BindInstance(_ballLauncher); ServiceLocator.BindInstance(_brickSpawner); ServiceLocator.BindInstance(_boardController); ServiceLocator.BindInstance(_cameraController); ServiceLocator.BindInstance(_inGameScreen); ServiceLocator.BindInstance(_endScreen); ServiceLocator.Bind <GameController>(new GameController()); ServiceLocator.Bind <SimulationController>(new SimulationController()); ServiceLocator.Bind <ISimulationFinisher>(new SimulationFinishCalculator()); ServiceLocator.Bind <UiController>(new UiController()); CoroutineManager.DoAfterFixedUpdate(() => { SignalBus.Fire(new SceneReadySignal()); }); }
private void OnBrickDestructed() { _remainingBrickCount--; CoroutineManager.DoAfterFixedUpdate(ControlStatus); }