Files
Cube-Tower-Defense/Assets/Scripts/Debugger.cs
T

60 lines
1.7 KiB
C#

using UnityEngine;
public class Debugger : MonoBehaviour
{
[SerializeField] private GameManager _gameManager;
[SerializeField] private SandPathBuildService _sandPathBuildService;
[SerializeField] private TurretsShop _turretShop;
[SerializeField] private SpawnDeathEnemyController _spawnDeathControl;
[SerializeField] private Tower _tower;
private void OnEnable()
{
_gameManager.OnStateChanged += OnGameStateChanged;
_sandPathBuildService.OnBuildComplete += OnBuildComplete;
_turretShop.OnTurretSelected += OnTurretSelected;
_turretShop.OnTurretDeselected += OnTurretDeselected;
_spawnDeathControl.OnLastEnemyDestroyed += OnLastEnemyDestroyed;
_tower.OnGameOver += OnGameOver;
}
private void OnDisable()
{
_gameManager.OnStateChanged -= OnGameStateChanged;
_sandPathBuildService.OnBuildComplete -= OnBuildComplete;
_turretShop.OnTurretSelected -= OnTurretSelected;
_turretShop.OnTurretDeselected -= OnTurretDeselected;
_spawnDeathControl.OnLastEnemyDestroyed -= OnLastEnemyDestroyed;
_tower.OnGameOver -= OnGameOver;
}
private static void OnGameStateChanged(GameManager.GameState newState)
{
print("State changed, current state: " + newState);
}
private static void OnBuildComplete()
{
print("Build complete");
}
private static void OnTurretSelected(TurretShopItem item)
{
print("Turret selected: " + item.TurretPrefab.name);
}
private static void OnTurretDeselected()
{
print("Turret deselected");
}
private void OnLastEnemyDestroyed()
{
print("Last enemy destroyed");
}
private void OnGameOver()
{
print("Game over");
}
}