private void Start() { _gameStateChangedSignal += OnGameStateChanged; _scoreSignal += ScoreUpdate; _text = GetComponent <TextMeshProUGUI>(); _text.enabled = false; }
public void Construct(EnemyShipModel model, ScoreSignal scoreSignal, ShipExplosion.Pool shipExplosionPool, MissileWeapon.Pool missileWeaponPool, PlayableShip playerShip) { _model = model; _scoreSignal = scoreSignal; _shipExplosionPool = shipExplosionPool; _missileWeaponPool = missileWeaponPool; _playerShip = playerShip; }
private void OnDestroy() { _gameStateChangedSignal -= OnGameStateChanged; _scoreSignal -= ScoreUpdate; }
public void Construct(GameStateChangedSignal gameStateChangedSignal, ScoreSignal scoreSignal) { _gameStateChangedSignal = gameStateChangedSignal; _scoreSignal = scoreSignal; }
public SignalManager(WinSignal winSignal, ScoreSignal scoreSignal) { _winSignal = winSignal; _scoreSignal = scoreSignal; }
public ScoreMenssage(ScoreSignal scoreSignal) { _scoreSignal = scoreSignal; }
void OnEnemyHurt(Vector3 pos, int qty) { ScoreSignal ss = Instantiate(scoreSignal); ss.Init(World.Instance.heroTransform, pos, qty); }
public void Dispose() { _gameStateChangedSignal -= OnGameStateChanged; _scoreSignal -= OnScoreChanged; }
public void Initialize() { DOTween.Init(); _gameStateChangedSignal += OnGameStateChanged; _scoreSignal += OnScoreChanged; }