public EnemyRotationHandler( EnemyModel model, Settings settings) { _settings = settings; _model = model; }
public void Construct( EnemyModel model, EnemyRegistry registry, EnemyStateManager stateManager) { _model = model; _enemyRegistry = registry; _stateManager = stateManager; registry.AddEnemy(this); }
public EnemyStateCommon( EnemySignals.Hit hitSignal, EnemyStateManager stateManager, EnemyModel model) { _model = model; _stateManager = stateManager; _hitSignal = hitSignal; }
public EnemyStateRunAway( PlayerFacade player, EnemyModel model, Settings settings, EnemyStateManager stateManager) { _stateManager = stateManager; _settings = settings; _model = model; _player = player; }
public EnemyHealthWatcher( EnemyModel model, Context context, Explosion.Factory explosionFactory, EnemyKilledSignal.Trigger killedSignal) { _killedSignal = killedSignal; _explosionFactory = explosionFactory; _context = context; _model = model; }
public EnemyCollisionHandler( EnemyModel model, Settings settings, AudioPlayer audioPlayer, EnemySignals.Hit hitSignal) { _hitSignal = hitSignal; _audioPlayer = audioPlayer; _settings = settings; _model = model; }
public EnemyHealthWatcher( EnemyModel model, Context context, Explosion.Factory explosionFactory, EnemyKilledSignal killedSignal) { _killedSignal = killedSignal; _explosionFactory = explosionFactory; _context = context; _model = model; }
public EnemyStateFollow( PlayerFacade player, EnemyModel model, EnemyStateManager stateManager, EnemyTunables tunables, Settings settings) { _settings = settings; _tunables = tunables; _stateManager = stateManager; _model = model; _player = player; }
public EnemyStateIdle( EnemyModel model, Settings settings, EnemyStateManager stateManager, EnemyRegistry registry, PlayerFacade player, EnemyGlobalTunables globalTunables) { _globalTunables = globalTunables; _player = player; _registry = registry; _stateManager = stateManager; _settings = settings; _model = model; }
public EnemyStateAttack( Bullet.Factory bulletFactory, EnemyModel model, Settings settings, PlayerFacade player, EnemyStateManager stateManager, EnemyTunables tunables) { _tunables = tunables; _stateManager = stateManager; _player = player; _settings = settings; _model = model; _bulletFactory = bulletFactory; _strafeRight = Random.Range(0.0f, 1.0f) < 0.5f; }