public GameOverState(IGameplayController gameplayController, IGameOverController gameOverController, IScoreSystem scoreSystem) { this.gameplayController = gameplayController; this.gameOverController = gameOverController; this.scoreSystem = scoreSystem; }
public ScoreSystemFacade(IScoreSystem scoreSystem, IGameOverView gameOverView, IGameplayView gameplayView, IScoreSettings scoreSettings, IStartView startView) { this.scoreSystem = scoreSystem; this.gameOverView = gameOverView; this.gameplayView = gameplayView; this.scoreSettings = scoreSettings; this.startView = startView; }
public MatchSystem(ILivesSystem livesSystem, IScoreSystem scoreSystem, uint matchCardsCount = 3) { _livesSystem = livesSystem; _scoreSystem = scoreSystem; _matchCardsCount = matchCardsCount; _selectedCards = new List <ICard>((int)matchCardsCount); }
public void RemoveScoreSystem(IScoreSystem scoreSystem) { try { scoreSystemRepository.RemoveScoreSystem(scoreSystem.Name); } catch (DatabaseException ex) { throw new ConnectionException(ex.Message); } }
public void Initialize(IScoreSystem scoreSystem, ILivesSystem livesSystem, Action onBackButton) { _scoreSystem = scoreSystem; _livesSystem = livesSystem; UpdateScoreText(); SetupLives(); _scoreSystem.OnScoreUpdate += UpdateScoreText; _livesSystem.OnLifeRemove += RemoveLife; backButton.onClick.AddListener(() => onBackButton()); }
public BeginGameState(IRoot root, ILevelGenerator levelGenerator, ITurnSystem turnSystem, IMatchSystem matchSystem, IGameplayController gameplayController, IScoreSystem scoreSystem) { this.root = root; this.levelGenerator = levelGenerator; this.turnSystem = turnSystem; this.matchSystem = matchSystem; this.gameplayController = gameplayController; this.scoreSystem = scoreSystem; }
private void Awake() { _livesSystem = new LivesSystem(); _scoreSystem = new ScoreSystem(); _matchSystem = new MatchSystem(_livesSystem, _scoreSystem); _playField = GetComponent <IPlayField>(); _saveManager = GetComponent <ISaveManager>(); _inputSystem = GetComponent <IInputSystem>(); _roundUiManager = GetComponent <IRoundUiManager>(); _gameSceneManager = GetComponent <IGameSceneManager>(); _lightAndCameraSystem = GetComponent <ILightAndCameraSystem>(); _cardMeshes = GetComponent <CardReferences>().GetCardObjects(); StartCoroutine(InitializeRound()); }
public void Initialize(IScoreSystem scoreSystem, ILivesSystem livesSystem, IGameSceneManager gameSceneManager, Func <IEnumerator> onRestart) { _gameSceneManager = gameSceneManager; var uiGameObject = Instantiate(roundUiPrefab, roundUiCanvas.transform); _roundUi = uiGameObject.GetComponent <IRoundUi>(); _roundUi.Initialize(scoreSystem, livesSystem, OnBackButton); var endGameObject = Instantiate(endGamePrefab, roundUiCanvas.transform); _endGameWindow = endGameObject.GetComponent <IEndGameWindow>(); _endGameWindow.Initialize(); _endGameWindow.OnRestartButton += () => StartCoroutine(onRestart.Invoke()); _endGameWindow.OnBackButton += OnBackButton; }
private void BtnRemoveScoreSystem_Click(object sender, RoutedEventArgs e) { if (LvScoreSystems.SelectedIndex >= 0) { IScoreSystem selectedScoreSystem = LvScoreSystems.SelectedItem as IScoreSystem; try { scoreSystemCollection.RemoveScoreSystem(selectedScoreSystem); } catch (Exception exception) { MessageBox.Show($"Could not remove the score system\nError: {exception.Message}", "Error", MessageBoxButton.OK, MessageBoxImage.Error); } UpdateUi(); } }
public void SetScoreSystem(IScoreSystem scoreSystem) { scoreSystem.onScoreChanged.AddListener(ChangeScore); this.scoreSystem = scoreSystem; }
public void EditScores(IScoreSystem scoreSystem) { throw new System.NotImplementedException(); }