// Update is called once per frame void Update() { ICommand commandTemp = _inputHandler.HandleInput(); if (commandTemp != null) { newDirection = commandTemp.Execute(_playerObject); } if (PlayerAlarm.TickingTimer()) { _player.MoveActor(_playerObject, newDirection, _levelGeneration.Path); foreach (Enemy enemy in _levelGeneration.EnemyList) { if (enemy.CheckCollision(_playerObject.transform.position)) { Die(); break; } } int points = _powerUpManager.checkPickUp(_playerObject.transform.position, _powerUpPool); _score.AddPoints(points, 300 * _currentLevel); } if (_score._levelUp) { LevelCleared(); } }
public bool Delete(PlayerAlarm delTarget) { if (true == observers.Contains(delTarget)) { observers.Remove(delTarget); return(true); } return(false); }
public bool Add(PlayerAlarm addTarget) { if (false == observers.Contains(addTarget)) { observers.Add(addTarget); return(true); } return(false); }
// Update is called once per frame void Update() { ICommand commandTemp = _inputHandler.HandleInput(); if (commandTemp != null) { newDirection = commandTemp.Execute(playerObject); } if (PlayerAlarm.TickingTimer()) { _player.MoveActor(playerObject, newDirection, _levelGeneration.Path); int points = powerUpManager.checkPickUp(playerObject.transform.position, _powerUpPool); _score.AddPoints(points, 300 * _currentLevel); } if (_score._levelUp) { LevelCleared(); } }
public static bool Unregister(PlayerAlarm delTarget) { return(instance.Delete(delTarget)); }
public static bool Register(PlayerAlarm target) { return(instance.Add(target)); }