72 lines
3.5 KiB
C#
72 lines
3.5 KiB
C#
using System;
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namespace Zenject.SpaceFighter
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{
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// We prefer to use ScriptableObjectInstaller for installers that contain game settings
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// There's no reason why you couldn't use a MonoInstaller here instead, however
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// using ScriptableObjectInstaller has advantages here that make it nice for settings:
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//
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// 1) You can change these values at runtime and have those changes persist across play
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// sessions. If it was a MonoInstaller then any changes would be lost when you hit stop
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// 2) You can easily create multiple ScriptableObject instances of this installer to test
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// different customizations to settings. For example, you might have different instances
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// for each difficulty mode of your game, such as "Easy", "Hard", etc.
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// 3) If your settings are associated with a game object composition root, then using
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// ScriptableObjectInstaller can be easier since there will only ever be one definitive
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// instance for each setting. Otherwise, you'd have to change the settings for each game
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// object composition root separately at runtime
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//
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// Uncomment if you want to add alternative game settings
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//[CreateAssetMenu(menuName = "Space Fighter/Game Settings")]
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public class GameSettingsInstaller : ScriptableObjectInstaller<GameSettingsInstaller>
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{
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public EnemySpawner.Settings EnemySpawner;
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public GameRestartHandler.Settings GameRestartHandler;
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public GameInstaller.Settings GameInstaller;
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public PlayerSettings Player;
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public EnemySettings Enemy;
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[Serializable]
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public class PlayerSettings
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{
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public PlayerMoveHandler.Settings PlayerMoveHandler;
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public PlayerShootHandler.Settings PlayerShootHandler;
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public PlayerDamageHandler.Settings PlayerCollisionHandler;
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public PlayerHealthWatcher.Settings PlayerHealthWatcher;
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}
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[Serializable]
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public class EnemySettings
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{
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public EnemyTunables DefaultSettings;
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public EnemyStateIdle.Settings EnemyStateIdle;
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public EnemyRotationHandler.Settings EnemyRotationHandler;
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public EnemyStateFollow.Settings EnemyStateFollow;
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public EnemyStateAttack.Settings EnemyStateAttack;
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public EnemyDeathHandler.Settings EnemyHealthWatcher;
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public EnemyCommonSettings EnemyCommonSettings;
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}
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public override void InstallBindings()
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{
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// Use IfNotBound to allow overriding for eg. from play mode tests
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Container.BindInstance(EnemySpawner).IfNotBound();
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Container.BindInstance(GameRestartHandler).IfNotBound();
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Container.BindInstance(GameInstaller).IfNotBound();
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Container.BindInstance(Player.PlayerMoveHandler).IfNotBound();
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Container.BindInstance(Player.PlayerShootHandler).IfNotBound();
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Container.BindInstance(Player.PlayerCollisionHandler).IfNotBound();
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Container.BindInstance(Player.PlayerHealthWatcher).IfNotBound();
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Container.BindInstance(Enemy.EnemyStateIdle).IfNotBound();
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Container.BindInstance(Enemy.EnemyRotationHandler).IfNotBound();
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Container.BindInstance(Enemy.EnemyStateFollow).IfNotBound();
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Container.BindInstance(Enemy.EnemyStateAttack).IfNotBound();
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Container.BindInstance(Enemy.EnemyHealthWatcher).IfNotBound();
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Container.BindInstance(Enemy.EnemyCommonSettings).IfNotBound();
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}
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}
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}
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