private void StartGame() { _cameraObject = Instantiate(_cameraPrefab); var camera = _cameraObject.GetComponent <Camera>(); float widthCam = camera.orthographicSize * camera.aspect; fieldBoundary = new Vector2(widthCam, 1f); _inputModel = new InputModel(); _systemInput = new SystemInput(_inputModel); _playerManager = new PlayerManager(_playerPrefab, _playerUIPrefab, _playerData); _playerMoveSystem = new PlayerMoveSystem(_inputModel, _playerManager.PlayerModel, fieldBoundary); _playerShootSystem = new PlayerShootSystem(_inputModel, _playerManager.PlayerModel); _enemyManager = new EnemyManager(_enemyDatas, _enemyPrefabs, fieldBoundary.x); _enemyMoveSystem = new EnemyMoveSystem(_enemyManager, _playerManager.PlayerModel, fieldBoundary); _scoringSystem = new ScoringSystem(_playerManager.PlayerModel, _enemyManager); _spawnEnemySystem = new SpawnEnemySystem(_enemyManager); _playerManager.Destroy += EndGame; _playerManager.SpawnPlayer(Vector3.zero, Quaternion.identity); inGame = true; }
public static EnemyMoveSystem GetInstance() { if (Instance == null) { Instance = new EnemyMoveSystem(); } return(Instance); }
void Update() { InputSystem.GetInstance().Update(); PlayerMovementSystem.GetInstance().Update(); SkillSystem.GetInstance().Update(); EnemySpawnSystem.GetInstance().Update(); EnemyMoveSystem.GetInstance().Update(); }
void Awake() { InputSystem.GetInstance(); PlayerMovementSystem.GetInstance(); SkillSystem.GetInstance(); EnemySpawnSystem.GetInstance(); EnemyMoveSystem.GetInstance(); singletonContainer = transform.GetChild(0).gameObject; singletonContainer.AddComponent <InputSingleton>(); }