internal void Initialize(IAssetDispenser assetDispenser, ICommandSource commandSource, IScreenBoundsSchecker bounds, ISessionEventsListener eventListener) { this.commandSource = commandSource; this.eventListener = eventListener; gun.Initialize(assetDispenser, bounds, eventListener); this.visualsRequest.RequestLoad(assetDispenser); }
public void Initialize(EnemyTypeDefinition typeDef, Vector2 pos) { TypeDefinition = typeDef; gameObject.transform.position = pos; gameObject.GetComponent <SpriteRenderer>().sprite = TypeDefinition.Sprite; Health = TypeDefinition.StartingHealth; LauncherTypeDefinition = ProjectileLauncherFactory.GetLauncherTypeDefinition(typeDef.LauncherType); myLauncher = gameObject.GetComponentInChildren <ProjectileLauncher>(); myLauncher.Initialize(LauncherTypeDefinition, Vector2.down); canMoveAndShoot = false; }
// Use this for initialization void Start() { inputController = GameController.GetController <InputController>(); rigidBody = GetComponent <Rigidbody2D>(); projectileLauncher = GetComponentInChildren <ProjectileLauncher>(); projectileLauncher.Initialize(ProjectileLauncherFactory.GetLauncherTypeDefinition(startingLauncher), Vector2.up); GetComponent <SpriteRenderer>().sprite = greenSprite; inputController.AddKeyCodeListener(KeyCode.Space, OnFire); SetHealth(maxHealth); //hard coded full health (because that's how many health bars with in the UI) SetLives(maxLives); }