public void Init(PlayerView view, PlayerInputState inputState, SignalBus signalBus) { _view = view; _inputState = inputState; _signalBus = signalBus; }
private void Construct(SignalBus signalBus) { _signalBus = signalBus; }
public void Init(SignalBus signalBus, PlayerId playerId) { _signalBus = signalBus; _playerId = playerId; }
private void Construct(SignalBus signalBus, IEnemiesConfiguration enemiesConfiguration) { this.signalBus = signalBus; this.enemiesConfiguration = enemiesConfiguration; }
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); }
public void Construct(SignalBus signalBus) { _signalBus = signalBus; }
public void Construct(Unit.Factory unitFactory, SignalBus signal) { this.unitFactory = unitFactory; this.signal = signal; }
public void Init(SignalBus bus) { bus.Subscribe <AttachmentBought>(OnAttachmentBought); bus.Subscribe <ControlSelected>(OnControlSelected); }
void Init(SignalBus signalBus) { _signalBus = signalBus; _signalBus.Subscribe <SystemSignal.Ship.PartAttached> (CheckAttachedPart); sfx = GetComponent <SFX> (); }
public GameData(SignalBus signalBus) { _signalBus = signalBus; }
public ProjectileService(SignalBus signalBus, ScriptableObjectProjectile scriptableObjectProjectile) { _signalBus = signalBus; _scriptableObjectProjectile = scriptableObjectProjectile; signalBus.Subscribe <SignalDestroyProjectile>(DestroyProjectile); }
public void Construct(SignalBus signalBus) { this.signalBus = signalBus; }
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); }
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); }
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 => { }); }
public SpeedController(SignalBus signalBus) { _fallSpeed = 1; _signalBus = signalBus; }
protected override void OnStateFinish() { SignalBus.Get <Signals.PlanetChangeRequest>().RemoveListener(OnPlanetChangeRequested); levelManager.UnloadLevel(MainMenuLevel); }
public void Contr(SignalBus signalBus) { _signalBus = signalBus; }
public virtual Task Signal(string eventKey) { return(SignalBus.Signal(eventKey)); }
public EndGameManager(EndGameWindow window, SignalBus signal) { _window = window; _signal = signal; }
public PlayerData(SignalBus signalBus, string playerId) { _signalBus = signalBus; PlayerId = playerId; }
public InputFactory(SignalBus signalBus, [Inject(Id = "Input")] PhotonView photonView) { _signalBus = signalBus; _photonView = photonView; }
public DestroyModeRunnerBehaviour(DefaultModeBehaviour defaultModeBehaviour, DestroyModeInfo destroyModeInfo, SignalBus signalBus) : base(defaultModeBehaviour, destroyModeInfo, signalBus) { }
public virtual void Inject(SignalBus signalBus) { SignalBus = signalBus; SignalBus.Subscribe <EncounterCompletedSignal>(OnEncounterCompleted); }
private void Initialize(SignalBus signalBus) { _signalBus = signalBus; }
public UnitState(Unit currentUnit, UnitSettings unitSettings, SignalBus signal) { this.currentUnit = currentUnit; this.unitSettings = unitSettings; this.signal = signal; }
public void Inject(SignalBus bus) { signalBus = bus; }
public PlayerDeadState(IPlayer player, SignalBus signalBus) { _player = player; _signalBus = signalBus; }