public override void OnDestroy() { base.OnDestroy(); if (this.CameraPivotPointTransform.isCreated) { this.CameraPivotPointTransform.Dispose(); } this.CameraMovementJob.Dispose(); PlayerInteractiveObjectCreatedEvent.Get().UnRegisterPlayerInteractiveObjectCreatedEvent(this.OnPlayerInteractiveObjectCreated); PlayerInteractiveObjectDestroyedEvent.Get().UnRegisterPlayerInteractiveObjectDestroyedEvent(this.OnPlayerInteractiveObjectDestroyed); }
protected override void Start() { base.OnStart(); /// Preventing switching to the "Game" window in editor. UnityEditor.SceneView.FocusWindowIfItsOpen(typeof(UnityEditor.SceneView)); base.Start(); PlayerInteractiveObjectCreatedEvent.Get().RegisterPlayerInteractiveObjectCreatedEvent((p) => { /// Player is forced to be controlled by agent PlayerInteractiveObjectManager.Get().PlayerInteractiveObject.PlayerMoveManager.ForceSwitchToAgent(); }); }
public PlayerInteractiveObject(IInteractiveGameObject interactiveGameObject, PlayerInteractiveObjectDefinition PlayerInteractiveObjectDefinition) { this.PlayerInteractiveObjectDefinition = PlayerInteractiveObjectDefinition; base.BaseInit(interactiveGameObject, false); interactiveGameObject.GenerateVisibilityProbes(PlayerInteractiveObjectDefinition.VisibilityProbeDefinition, interactiveGameObject.GetLogicColliderAsBox()); Debug.Log(interactiveGameObject.VisibilityProbe.LocalPoints.Length); this.InteractiveObjectActionPlayerSystem = new InteractiveObjectActionPlayerSystem(this); this.WeaponHandlingSystem = new WeaponHandlingSystem( this, new WeaponHandlingSystemInitializationData(this, PlayerInteractiveObjectDefinition.WeaponHandlingSystemDefinition.WeaponHandlingFirePointOriginLocalDefinition, PlayerInteractiveObjectDefinition.WeaponHandlingSystemDefinition.WeaponDefinition)); this.FiringTargetPositionSystem = new FiringTargetPositionSystem(PlayerInteractiveObjectDefinition.FiringTargetPositionSystemDefinition); this.HealthSystem = new HealthSystem(this, PlayerInteractiveObjectDefinition.HealthSystemDefinition, OnHealthValueChangedAction: this.OnHealthValueChanged); this.StunningDamageDealerReceiverSystem = new StunningDamageDealerReceiverSystem(PlayerInteractiveObjectDefinition.StunningDamageDealerReceiverSystemDefinition, this.HealthSystem); this.lowHealthPlayerSystem = new LowHealthPlayerSystem(this.HealthSystem, PlayerInteractiveObjectDefinition.LowHealthPlayerSystemDefinition); this.PlayerVisualEffectSystem = new PlayerVisualEffectSystem(this, PlayerInteractiveObjectDefinition.PlayerVisualEffectSystemDefinition); this.SkillSystem = new SkillSystem(this, this.InteractiveObjectActionPlayerSystem); this.SkillSystem.SetPlayerActionToMainWeaponSkill(this.WeaponHandlingSystem.GetCurrentWeaponProjectileFireActionDefinition()); this.SkillSystem.SetPlayerActionToSubSkill(PlayerInteractiveObjectDefinition.DeflectingProjectileInteractiveObjectActionInherentData, 0); this.SkillSystem.SetPlayerActionToSubSkill(PlayerInteractiveObjectDefinition.PlayerDashTeleportationActionDefinition, 1); this.PlayerObjectInteractiveObjectActionStateManager = new PlayerObjectInteractiveObjectActionStateManager(this.GameInputManager, this.InteractiveObjectActionPlayerSystem, this.SkillSystem, PlayerInteractiveObjectDefinition.firingInteractiveObjectActionInherentData, PlayerInteractiveObjectDefinition.projectileDeflectionTrackingInteractiveObjectActionInherentData, PlayerInteractiveObjectDefinition.PlayerDashActionStateBehaviorInputDataSystemDefinition, new PlayerObjectInteractiveObjectActionStateManagerCallbacks( onPlayerDashDirectionActionStarted: this.OnPlayerDashDirectionActionStarted, onPlayerDashDirectionActionEnded: this.OnPlayerDashDirectionActionEnded )); /// To display the associated HealthSystem value to UI. HealthUIManager.Get().InitEvents(this.HealthSystem); this.FiringPartialDefinitionInitialize(); this.lowHealthPlayerSystem.RegisterPlayerLowHealthStartedEvent(this.OnLowHealthStarted); this.lowHealthPlayerSystem.RegisterPlayerLowHealthEndedEvent(this.OnLowHealthEnded); PlayerInteractiveObjectCreatedEvent.Get().OnPlayerInteractiveObjectCreated(this); }
public void InitializeEvents() { PlayerInteractiveObjectCreatedEvent.Get().RegisterPlayerInteractiveObjectCreatedEvent(this.OnPlayerInteractiveObjectCreated); PlayerInteractiveObjectDestroyedEvent.Get().RegisterPlayerInteractiveObjectDestroyedEvent(this.OnPlayerInteractiveObjectDestroyed); }