示例#1
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 public void Init(PlayerView view, PlayerInputState inputState, SignalBus signalBus)
 {
     _view       = view;
     _inputState = inputState;
     _signalBus  = signalBus;
 }
示例#2
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 private void Construct(SignalBus signalBus)
 {
     _signalBus = signalBus;
 }
示例#3
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 public void Init(SignalBus signalBus, PlayerId playerId)
 {
     _signalBus = signalBus;
     _playerId  = playerId;
 }
示例#4
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 private void Construct(SignalBus signalBus, IEnemiesConfiguration enemiesConfiguration)
 {
     this.signalBus            = signalBus;
     this.enemiesConfiguration = enemiesConfiguration;
 }
示例#5
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 public DestroyModeBehaviour(DefaultModeBehaviour defaultModeBehaviour, DestroyModeInfo destroyModeInfo, SignalBus signalBus)
 {
     DefaultModeBehaviour = defaultModeBehaviour;
     SignalBus            = signalBus;
     DestroyModeInfo      = destroyModeInfo;
 }
        protected override void OnStateEnter()
        {
            levelManager.LoadLevel(MainMenuLevel);

            SignalBus.Get <Signals.PlanetChangeRequest>().AddListener(OnPlanetChangeRequested);
        }
示例#7
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 public void Construct(SignalBus signalBus)
 {
     _signalBus = signalBus;
 }
示例#8
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 public void Construct(Unit.Factory unitFactory, SignalBus signal)
 {
     this.unitFactory = unitFactory;
     this.signal      = signal;
 }
示例#9
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 public void Init(SignalBus bus)
 {
     bus.Subscribe <AttachmentBought>(OnAttachmentBought);
     bus.Subscribe <ControlSelected>(OnControlSelected);
 }
示例#10
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 void Init(SignalBus signalBus)
 {
     _signalBus = signalBus;
     _signalBus.Subscribe <SystemSignal.Ship.PartAttached> (CheckAttachedPart);
     sfx = GetComponent <SFX> ();
 }
示例#11
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 public GameData(SignalBus signalBus)
 {
     _signalBus = signalBus;
 }
示例#12
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 public ProjectileService(SignalBus signalBus, ScriptableObjectProjectile scriptableObjectProjectile)
 {
     _signalBus = signalBus;
     _scriptableObjectProjectile = scriptableObjectProjectile;
     signalBus.Subscribe <SignalDestroyProjectile>(DestroyProjectile);
 }
示例#13
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 public void Construct(SignalBus signalBus)
 {
     this.signalBus = signalBus;
 }
示例#14
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 public void Sync(float pos)
 {
     Position = new Vector2(pos, Position.y);
     SignalBus.Invoke(new PaddlePositionChangedSignal(this));
 }
 public override void Initialize()
 {
     base.Initialize();
     SignalBus.Subscribe <AIChaserKilledSignal>(OnChaserKilled);
 }
示例#16
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        public DogsEnemyController(IEnemyService _enemyService, IPathService _pathService, IGameService _gameService, SignalBus _signalBus, Vector3 _spawnLocation, EnemyScriptableObject _enemyScriptableObject, int currentNodeID, Directions spawnDirection, bool _hasShield) : base(_enemyService, _pathService, _gameService, _spawnLocation, _enemyScriptableObject, currentNodeID, spawnDirection, _hasShield)
        {
            enemyType    = EnemyType.DOGS;
            signalBus    = _signalBus;
            newDirection = spawnDirection;

            signalBus.Subscribe <NewDogDestinationSignal>(ChangeDestination);
        }
示例#17
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        public unsafe PublishOps()
        {
            var provider = new ServiceCollection().AddMessagePipe().BuildServiceProvider();

            prism       = new Prism.Events.EventAggregator().GetEvent <Message>();
            prismStrong = new Prism.Events.EventAggregator().GetEvent <Message>();

            var mdiatr = new ServiceCollection().AddMediatR(typeof(PublishOps).Assembly).BuildServiceProvider();

            medi = mdiatr.GetRequiredService <IMediator>();


            p = provider.GetRequiredService <IPublisher <Message> >();
            var s = provider.GetRequiredService <ISubscriber <Message> >();

            keyed = provider.GetRequiredService <IPublisher <Guid, Message> >();
            var keyedS = provider.GetRequiredService <ISubscriber <Guid, Message> >();

            hub = Hub.Default;



            var px = new ServiceCollection().AddMessagePipe().BuildServiceProvider();

            filter1 = px.GetRequiredService <IPublisher <Message> >();
            var filter1Sub = px.GetRequiredService <ISubscriber <Message> >();

            var px2 = new ServiceCollection().AddMessagePipe().BuildServiceProvider();

            filter2 = px2.GetRequiredService <IPublisher <Message> >();
            var filter2Sub = px2.GetRequiredService <ISubscriber <Message> >();

            m       = new Message();
            subject = new Subject <Message>();

            signalBus  = SetupZenject();
            easyMsgHub = new MessageHub();

            asyncP = provider.GetRequiredService <IAsyncPublisher <Message> >();
            asyncS = provider.GetRequiredService <IAsyncSubscriber <Message> >();


#if WinBenchmark
            mvvmLight       = new Messenger();
            mvvmLightStrong = new Messenger();
#endif

            toolkitStrong = new Microsoft.Toolkit.Mvvm.Messaging.StrongReferenceMessenger();
            toolkitWeak   = new Microsoft.Toolkit.Mvvm.Messaging.WeakReferenceMessenger();



            simpleArray    = new PlainAction[8];
            actionDelegate = new Action[8];
            interfaceArray = new IInvoke[8];


            for (int i = 0; i < 8; i++)
            {
                s.Subscribe(new EmptyMessageHandler());
                prism.Subscribe(lambdaRef.Delegate);
                prismStrong.Subscribe(_ => { }, true);
                ev += _ => { };
                subject.Subscribe(_ => { });
                hub.Subscribe <Message>(_ => { });

#if WinBenchmark
                UniRx.MessageBroker.Default.Receive <Message>().Subscribe(new NopObserver());
                mvvmLight.Register <Message>(this, _ => { }, false);
                // mvvmLightStrong.Register<Message>(this, _ => { }, true);
#endif

                keyedS.Subscribe(key, _ => { });

                filter1Sub.Subscribe(new EmptyMessageHandler(), new EmptyMessageHandlerFilter());
                filter2Sub.Subscribe(new EmptyMessageHandler(), new EmptyMessageHandlerFilter(), new EmptyMessageHandlerFilter());

                easyMsgHub.Subscribe <Message>(_ => { });

                simpleArray[i]    = new PlainAction();
                actionDelegate[i] = new PlainAction().DelegateAction;
                interfaceArray[i] = new PlainAction();

                asyncS.Subscribe((_, c) => default(ValueTask));

                toolkitStrong.Register <Message>(new object(), lambdaRef2.Delegate);
                toolkitWeak.Register <Message>(new object(), lambdaRef2.Delegate);
            }

            signalBus.Subscribe <Message>(m => { });
            signalBus.Subscribe <Message>(m => { });
            signalBus.Subscribe <Message>(m => { });
            signalBus.Subscribe <Message>(m => { });
            signalBus.Subscribe <Message>(m => { });
            signalBus.Subscribe <Message>(m => { });
            signalBus.Subscribe <Message>(m => { });
            signalBus.Subscribe <Message>(m => { });
        }
示例#18
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 public SpeedController(SignalBus signalBus)
 {
     _fallSpeed = 1;
     _signalBus = signalBus;
 }
示例#19
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        protected override void OnStateFinish()
        {
            SignalBus.Get <Signals.PlanetChangeRequest>().RemoveListener(OnPlanetChangeRequested);

            levelManager.UnloadLevel(MainMenuLevel);
        }
 public void Contr(SignalBus signalBus)
 {
     _signalBus = signalBus;
 }
示例#21
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 public virtual Task Signal(string eventKey)
 {
     return(SignalBus.Signal(eventKey));
 }
示例#22
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 public EndGameManager(EndGameWindow window,
                       SignalBus signal)
 {
     _window = window;
     _signal = signal;
 }
示例#23
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 public PlayerData(SignalBus signalBus, string playerId)
 {
     _signalBus = signalBus;
     PlayerId   = playerId;
 }
示例#24
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 public InputFactory(SignalBus signalBus, [Inject(Id = "Input")] PhotonView photonView)
 {
     _signalBus  = signalBus;
     _photonView = photonView;
 }
示例#25
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 public DestroyModeRunnerBehaviour(DefaultModeBehaviour defaultModeBehaviour, DestroyModeInfo destroyModeInfo, SignalBus signalBus) : base(defaultModeBehaviour, destroyModeInfo, signalBus)
 {
 }
 public virtual void Inject(SignalBus signalBus)
 {
     SignalBus = signalBus;
     SignalBus.Subscribe <EncounterCompletedSignal>(OnEncounterCompleted);
 }
示例#27
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 private void Initialize(SignalBus signalBus)
 {
     _signalBus = signalBus;
 }
示例#28
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 public UnitState(Unit currentUnit, UnitSettings unitSettings, SignalBus signal)
 {
     this.currentUnit  = currentUnit;
     this.unitSettings = unitSettings;
     this.signal       = signal;
 }
示例#29
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 public void Inject(SignalBus bus)
 {
     signalBus = bus;
 }
 public PlayerDeadState(IPlayer player, SignalBus signalBus)
 {
     _player    = player;
     _signalBus = signalBus;
 }