public void Construct(Transform tr, SpriteDisplayComponent spriteComponent, PositionChangeOverTimeComponent positionChangeComponent, Pool memoryPool, ParticleBurstTrigger particleTrigger) { _spriteComponent = spriteComponent; _positionChangeComponent = positionChangeComponent; _tr = tr; _memoryPool = memoryPool; _particleTrigger = particleTrigger; }
public void Construct(IHealthComponent healthComponent, IDefensiveStats stats, Transform transform, AuraHolderComponent auraComponent, GameplayEventCombatActionDetails onCombatActionEvent, SpriteDisplayComponent spriteDisplay, System.Collections.Generic.List <Color> tintColours) //TODO : Replace list with struct/so and set up scriptable object to hold values { _healthComponent = healthComponent; _stats = stats; _tr = transform; _onCombatActionEvent = onCombatActionEvent; _spriteDisplay = spriteDisplay; _auraComponent = auraComponent; _damageTintColour = tintColours[0]; _evadedTintColour = tintColours[1]; }