protected Crafter(IFood food, IHyperState hyperState) { _hyperState = hyperState; _hyperState.OnChange += HyperStateOnOnChange; Food = food; _timer = new Timer(Callback, null, 10_000 / _hyperState.DivideBy, 10_000 / _hyperState.DivideBy); }
protected Gatherer(IHyperState hyperState, params IResource[] resources) { _hyperState = hyperState; _hyperState.OnChange += HyperStateOnOnChange; foreach (var resource in resources) { Resources.Add(resource); } _timer = new Timer(Callback, null, 10_000 / hyperState.DivideBy, 10_000 / hyperState.DivideBy); }
public Builder(IFood food, IHyperState hyperState) : base(food, hyperState) { }
public WoodGatherer(IWood wood, IHyperState hyperState) : base(hyperState, wood) { Name = "Wood Gatherer"; }
protected Building(IBuilder builder, IHyperState hyperState) { Builder = builder; HyperState = hyperState; }
public House(IWood wood, IBuilder builder, ITownHall townHall, IWorkerService workerService, IStoryService storyService, IHyperState hyperState) : base(builder, hyperState) { _wood = wood; _builder = builder; _townHall = townHall; _workerService = workerService; _storyService = storyService; BuildTime = 30_000; HyperState.OnChange += HyperStateOnOnChange; _timer = new Timer(InhabitantsCallback, null, 30_000 / HyperState.DivideBy, 30_000 / HyperState.DivideBy); }
public Fisherman(IFood food, IHyperState hyperState) : base(hyperState, food) { Name = "Fisherman"; AmountPer10Seconds = 10; }
public TownHall(IWood wood, IBuilder builder, IVisibilityService visibilityService, IStoryService storyService, IHyperState hyperState, IBuilder builder1) : base(builder1, hyperState) { _wood = wood; _builder = builder; _visibilityService = visibilityService; _storyService = storyService; BuildTime = 50_000; }