Beispiel #1
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 public void InitData(string root, ChangeStorage storage, AchievementAccessor accessor)
 {
     _accessor = accessor;
     _storage  = storage;
     DataId    = root;
     LD_Achievements?.Init($"{DataId}.achievements", storage, _Achievements);
 }
Beispiel #2
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 public static AchievementModule CreateClient(AchievementAccessor _accessor, ScorersLogic _scorersLogic, DropLogic _dropLogic, FormulaController _formula, ImpactController _impacts)
 {
     return(new AchievementModule
     {
         _accessor = _accessor,
         _scorersLogic = _scorersLogic,
         _dropLogic = _dropLogic,
         _formula = _formula,
         _impacts = _impacts,
     }
            );
 }
Beispiel #3
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 public InternalAccessors(LogicData LogicData, IStateFactory factory)
 {
     Factory             = factory;
     ConditionController = new ConditionController();
     FormulaController   = new FormulaController();
     AchievementAccessor = new AchievementAccessor();
     BattleAccessor      = new BattleAccessor();
     CutSceneAccessor    = new CutSceneAccessor();
     ExplorerAccessor    = new ExplorerAccessor();
     InventoryAccessor   = new InventoryAccessor();
     LogAccessor         = new LogAccessor();
     LogAccessor.Data    = LogicData;
     PlayerAccessor      = new PlayerAccessor();
     ScorersAccessor     = new ScorersAccessor();
     SettingsAccessor    = new SettingsAccessor();
     ShopAccessor        = new ShopAccessor();
     UnitsAccessor       = new UnitsAccessor();
 }
Beispiel #4
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 public static ImpactLogic CreateClient(ScorersAccessor _scorers, PlayerAccessor _player, InventoryAccessor _inventory, ExplorerAccessor _explorer, UnitsAccessor _units, BattleAccessor _battle, SettingsAccessor _settings, AchievementAccessor _achievement, BattleLogic _battleLogic, FormulaLogic _formulaLogic, ConditionController _condition, ApplyChangeLogic _applyChangeLogic, BuffLogic _buff, ScorersLogic _scorersLogic, ContextLogic _contextLogic, ImpactController _impactController, LogicData _data)
 {
     return(new ImpactLogic
     {
         _scorers = _scorers,
         _player = _player,
         _inventory = _inventory,
         _explorer = _explorer,
         _units = _units,
         _battle = _battle,
         _settings = _settings,
         _achievement = _achievement,
         _battleLogic = _battleLogic,
         _formulaLogic = _formulaLogic,
         _condition = _condition,
         _applyChangeLogic = _applyChangeLogic,
         _buff = _buff,
         _scorersLogic = _scorersLogic,
         _contextLogic = _contextLogic,
         _impactController = _impactController,
         _data = _data,
     }
            );
 }
Beispiel #5
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 public static ConditionLogic CreateClient(InventoryAccessor _inventoryAccessor, ScorersAccessor _scorersAccessor, PlayerAccessor _profileAccessor, UnitsAccessor _unitAccessor, BattleAccessor _battleAccessor, ExplorerAccessor _explorerAccessor, SettingsAccessor _settingsAccessor, AchievementAccessor _achievementAccessor, FormulaLogic _formulaLogic, ContextLogic _contextLogic, ScorersLogic _scorerLogic, LogicData _data, ConditionController _controller)
 {
     return(new ConditionLogic
     {
         _inventoryAccessor = _inventoryAccessor,
         _scorersAccessor = _scorersAccessor,
         _profileAccessor = _profileAccessor,
         _unitAccessor = _unitAccessor,
         _battleAccessor = _battleAccessor,
         _explorerAccessor = _explorerAccessor,
         _settingsAccessor = _settingsAccessor,
         _achievementAccessor = _achievementAccessor,
         _formulaLogic = _formulaLogic,
         _contextLogic = _contextLogic,
         _scorerLogic = _scorerLogic,
         _data = _data,
         _controller = _controller,
     }
            );
 }
 public ConditionAchievementChecker(AchievementAccessor logic)
 {
     _logic = logic;
 }
Beispiel #7
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 public void InitData(IAchievementStateClient client, AchievementAccessor accessor, ChangeStorage storage)
 {
     _storage  = storage;
     _accessor = accessor;
     LD_Achievements.Init(client.Achievements, storage);
 }
 public ImpactAchievementRemoveExecutor(AchievementAccessor achievement)
 {
     _achievement = achievement;
 }