示例#1
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 public EnemyRotationHandler(
     EnemyModel model,
     Settings settings)
 {
     _settings = settings;
     _model = model;
 }
示例#2
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 public EnemyRotationHandler(
     EnemyModel model,
     Settings settings)
 {
     _settings = settings;
     _model    = model;
 }
示例#3
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        public void Construct(
            EnemyModel model, EnemyRegistry registry, EnemyStateManager stateManager)
        {
            _model         = model;
            _enemyRegistry = registry;
            _stateManager  = stateManager;

            registry.AddEnemy(this);
        }
示例#4
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 public EnemyStateCommon(
     EnemySignals.Hit hitSignal,
     EnemyStateManager stateManager,
     EnemyModel model)
 {
     _model = model;
     _stateManager = stateManager;
     _hitSignal = hitSignal;
 }
示例#5
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 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;
 }
示例#7
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 public EnemyHealthWatcher(
     EnemyModel model,
     Context context,
     Explosion.Factory explosionFactory,
     EnemyKilledSignal.Trigger killedSignal)
 {
     _killedSignal = killedSignal;
     _explosionFactory = explosionFactory;
     _context = context;
     _model = model;
 }
示例#8
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 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;
 }
示例#10
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 public EnemyStateRunAway(
     PlayerFacade player,
     EnemyModel model,
     Settings settings,
     EnemyStateManager stateManager)
 {
     _stateManager = stateManager;
     _settings = settings;
     _model = model;
     _player = player;
 }
 public EnemyCollisionHandler(
     EnemyModel model,
     Settings settings,
     AudioPlayer audioPlayer,
     EnemySignals.Hit hitSignal)
 {
     _hitSignal   = hitSignal;
     _audioPlayer = audioPlayer;
     _settings    = settings;
     _model       = model;
 }
示例#12
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 public EnemyStateFollow(
     PlayerFacade player,
     EnemyModel model,
     EnemyStateManager stateManager,
     EnemyTunables tunables,
     Settings settings)
 {
     _settings     = settings;
     _tunables     = tunables;
     _stateManager = stateManager;
     _model        = model;
     _player       = player;
 }
示例#13
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 public EnemyStateFollow(
     PlayerFacade player,
     EnemyModel model,
     EnemyStateManager stateManager,
     EnemyTunables tunables,
     Settings settings)
 {
     _settings = settings;
     _tunables = tunables;
     _stateManager = stateManager;
     _model = model;
     _player = player;
 }
示例#14
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 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;
 }
示例#15
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 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;
 }
示例#16
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 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;
 }
示例#17
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 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;
 }