public void Initialization() { _weapons = ServiceLocatorMonoBehaviour.GetService <CharacterController>() .GetComponentsInChildren <Weapon>().ToList(); foreach (Weapon weapon in _weapons) { weapon.IsVisible = false; } _currentActiveWeapon = -1; FlashLight = Object.FindObjectOfType <FlashLightModel>(); FlashLight.Switch(FlashLightActiveType.Off); }
public Controllers() { IMotor motor = new UnitMotor(ServiceLocatorMonoBehaviour.GetService <CharacterController>()); ServiceLocator.SetService(new TimeRemainingController()); ServiceLocator.SetService(new Inventory()); ServiceLocator.SetService(new PlayerController(motor)); ServiceLocator.SetService(new FlashLightController()); ServiceLocator.SetService(new WeaponController()); ServiceLocator.SetService(new InputController()); ServiceLocator.SetService(new SelectionController()); _executeControllers = new IExecute[5]; _executeControllers[0] = ServiceLocator.Resolve <TimeRemainingController>(); _executeControllers[1] = ServiceLocator.Resolve <PlayerController>(); _executeControllers[2] = ServiceLocator.Resolve <FlashLightController>(); _executeControllers[3] = ServiceLocator.Resolve <InputController>(); _executeControllers[4] = ServiceLocator.Resolve <SelectionController>(); }
/// <summary> /// Выкинуть оружие /// </summary> /// <param name="weapon"></param> public void RemoveWeapon(Weapon weapon) { //CR: не знаю как сделать по нормальному var todelete = ServiceLocatorMonoBehaviour.GetService <CharacterController>() .GetComponentsInChildren <Weapon>().FirstOrDefault(x => x.Name == weapon.Name).transform.parent = null; }