Пример #1
0
 void Start()
 {
     inputStateFactory   = new InputStateFactory();
     InputHandlerUpdater = new InputHandlerUpdater(gameObject);
     InputHandlerUpdater.CurrentInputHandler = (InputHandlerState)InputStateFactory.CreateProduct(
         (int)FactoriesProducts.InputstateProducts.UINavigatorDefaultState, this, gameObject);
     objectRefresher = new EventsystemCurrentGameObjectRefresher(EventSystem.current);
     updaters.AddRange(new List <IUpdater>()
     {
         InputHandlerUpdater, objectRefresher
     });
 }
Пример #2
0
    //Read scriptableobject for different configurations
    private void Start()
    {
        inputStateFactory   = new InputStateFactory();
        inputhandlerUpdater = new InputHandlerUpdater(gameObject);
        inputhandlerUpdater.CurrentInputHandler = (InputHandlerState)InputStateFactory.CreateProduct(
            (int)FactoriesProducts.InputstateProducts.PlayerInputHandlerDefaultState, this, gameObject);
        powerUpInventory       = new PowerUpInventory();
        playerCollisionHandler = new PlayerCollisionHandler(gameObject, powerUpInventory);
        movementDataHolder     = Resources.Load("Prefabs/DefaultMovementDataHolder") as MovementDataHolder;

        updaters.Add(inputhandlerUpdater);
        fixedUpdaters.Add(inputhandlerUpdater);
        collideAbles.Add(playerCollisionHandler);
    }