public BasicClock(XLoader loader, ClockSettings clockSettings, BasicClockView basicClockView, IClockController clockController, PhysicsRaycasterWithCache physicsRaycasterWithCache) { _loader = loader; _clockSettings = clockSettings; _basicClockView = basicClockView; _clockController = clockController; _physicsRaycasterWithCache = physicsRaycasterWithCache; }
protected SaberFactoryUI(SiraLog logger, CustomScreen.Factory screenFactory, BaseGameUiHandler baseGameUiHandler, PhysicsRaycasterWithCache physicsRaycaster) { _logger = logger; _screenFactory = screenFactory; _baseGameUiHandler = baseGameUiHandler; _physicsRaycaster = physicsRaycaster; _screens = new List <CustomScreen>(); }
protected CustomSaberUI( SiraLog logger, CustomScreen.Factory screenFactory, BaseGameUiHandler baseGameUiHandler, PhysicsRaycasterWithCache physicsRaycaster, SaberSet saberSet) : base(logger, screenFactory, baseGameUiHandler, physicsRaycaster) { _saberSet = saberSet; }
protected CustomSaberUiComposition( SiraLog logger, CustomScreen.Factory screenFactory, BaseGameUiHandler baseGameUiHandler, PhysicsRaycasterWithCache physicsRaycaster, BsmlDecorator bsmlDecorator, SaberSet saberSet) : base(logger, screenFactory, baseGameUiHandler, physicsRaycaster, bsmlDecorator) { _saberSet = saberSet; }
protected BaseUiComposition( SiraLog logger, CustomScreen.Factory screenFactory, BaseGameUiHandler baseGameUiHandler, PhysicsRaycasterWithCache physicsRaycaster, BsmlDecorator bsmlDecorator) { _logger = logger; _screenFactory = screenFactory; _baseGameUiHandler = baseGameUiHandler; _physicsRaycaster = physicsRaycaster; BsmlDecorator = bsmlDecorator; }
public static void AddVrRaycaster(GameObject go, PhysicsRaycasterWithCache raycasterWithCache) { var isActive = go.activeSelf; if (isActive) { go.SetActive(false); } var raycaster = go.AddComponent <VRGraphicRaycaster>(); RaycasterWithCacheAcc(ref raycaster) = raycasterWithCache; if (isActive) { go.SetActive(true); } }
private void Construct(SiraLog logger, BsmlDecorator bsmlDecorator, PhysicsRaycasterWithCache raycasterWithCache) { _bsmlDecorator = bsmlDecorator; Logger = logger; _raycasterWithCache = raycasterWithCache; }