public void Init(IActorController actorController, IActorInitializer actorInitializer, IUiConfig uiConfig, IGameConfig gameConfig) { _actorController = actorController; _actorInitializer = actorInitializer; _uiConfig = uiConfig; _gameConfig = gameConfig; }
public ActionEffectFactory(IGridInfoProvider gridInfoProvider, IEntityDetector entityDetector, IWeaponColorizer weaponColorizer, IUiConfig uiConfig) { _gridInfoProvider = gridInfoProvider; _entityDetector = entityDetector; _weaponColorizer = weaponColorizer; _uiConfig = uiConfig; }
public DropItemAction(ActorData actorData, ItemDefinition item, float energyCost, IEntitySpawner entitySpawner, IActionEffectFactory actionEffectFactory, IUiConfig uiConfig) : base(actorData, energyCost, actionEffectFactory) { _item = item; _entitySpawner = entitySpawner; _uiConfig = uiConfig; }
public void Init(IInputHolder inputHolder, IArrowsVisibilityManager arrowsVisibilityManager, IWeaponColorizer weaponColorizer, IGameContext gameContext, IUiConfig uiConfig) { _inputHolder = inputHolder; _arrowsVisibilityManager = arrowsVisibilityManager; _weaponColorizer = weaponColorizer; _gameContext = gameContext; _uiConfig = uiConfig; }
public PickUpAction(ActorData actorData, float energyCost, ItemData itemToPickUp, IActionEffectFactory actionEffectFactory, IEntityRemover entityRemover, IUiConfig uiConfig, IGameContext gameContext) : base(actorData, energyCost, actionEffectFactory) { ItemToPickUp = itemToPickUp; _entityRemover = entityRemover; _uiConfig = uiConfig; _gameContext = gameContext; }
public DeathHandler(IGameConfig gameConfig, IUiConfig uiConfig, IEntityRemover entityRemover, IEntitySpawner entitySpawner, IRandomNumberGenerator rng, IGameContext gameContext) { _gameConfig = gameConfig; _uiConfig = uiConfig; _entityRemover = entityRemover; _entitySpawner = entitySpawner; _rng = rng; _gameContext = gameContext; }
public PushAction(ActorData actorData, ActorData targetEnemy, float energyCost, IActionEffectFactory actionEffectFactory, IRandomNumberGenerator rng, IGridInfoProvider gridInfoProvider, IEntityDetector entityDetector, IUiConfig uiConfig) : base(actorData, energyCost, actionEffectFactory) { _targetEnemy = targetEnemy; _rng = rng; _gridInfoProvider = gridInfoProvider; _entityDetector = entityDetector; _uiConfig = uiConfig; }
public MoveEffect(ActorData actorData, Vector2Int previousPosition, IGridInfoProvider gridInfoProvider, IEntityDetector entityDetector, IUiConfig uiConfig) { ActorData = actorData; PreviousPosition = previousPosition; _gridInfoProvider = gridInfoProvider; _entityDetector = entityDetector; _uiConfig = uiConfig; _actorAligner = new ActorAligner(); }
public AttackAction(ActorData actorData, ActorData attackedActor, float energyCost, IActionEffectFactory actionEffectFactory, IRandomNumberGenerator rng, IDeathHandler deathHandler, bool isDaringBlow, IUiConfig uiConfig, IGameContext gameContext) : base(actorData, energyCost, actionEffectFactory) { _attackedActor = attackedActor; _rng = rng; _deathHandler = deathHandler; _isDaringBlow = isDaringBlow; _uiConfig = uiConfig; _gameContext = gameContext; }
public NeedHandler(IEntityDetector entityDetector, IGameConfig gameConfig, IUiConfig uiConfig, IDeathHandler deathHandler, IMaxSwordCalculator maxSwordCalculator, IPlayerSpaceResolver playerSpaceResolver, IGameContext gameContext, ITextEffectPresenter textEffectPresenter) { _entityDetector = entityDetector; _gameConfig = gameConfig; _uiConfig = uiConfig; _deathHandler = deathHandler; _maxSwordCalculator = maxSwordCalculator; _playerSpaceResolver = playerSpaceResolver; _gameContext = gameContext; _textEffectPresenter = textEffectPresenter; }
public MoveAction(ActorData actorData, float energyCost, IActionEffectFactory actionEffectFactory, Vector2Int direction, IGridInfoProvider gridInfoProvider, IEntityDetector entityDetector, IGameContext gameContext, ITextEffectPresenter textEffectPresenter, IUiConfig uiConfig, IDeathHandler deathHandler) : base(actorData, energyCost, actionEffectFactory, direction) { GuardDirection(direction); _gridInfoProvider = gridInfoProvider; _entityDetector = entityDetector; _gameContext = gameContext; _textEffectPresenter = textEffectPresenter; _uiConfig = uiConfig; _deathHandler = deathHandler; }
public PlayerActionResolver(IEntityDetector entityDetector, IInputHolder inputHolder, IActionFactory actionFactory, IArrowsVisibilityManager arrowsVisibilityManager, IWeaponColorizer weaponColorizer, IClearWayBetweenTwoPointsDetector clearWayBetweenTwoPointsDetector, IGameContext gameContext, IUiConfig uiConfig, ITextEffectPresenter textEffectPresenter) { _entityDetector = entityDetector; _inputHolder = inputHolder; _actionFactory = actionFactory; _arrowsVisibilityManager = arrowsVisibilityManager; _weaponColorizer = weaponColorizer; _clearWayBetweenTwoPointsDetector = clearWayBetweenTwoPointsDetector; _gameContext = gameContext; _uiConfig = uiConfig; _textEffectPresenter = textEffectPresenter; }
public UseItemAction(ActorData actorData, ItemDefinition item, bool fromInventory, float energyCost, IEntitySpawner entitySpawner, IUiConfig uiConfig, IActionEffectFactory actionEffectFactory, IEntityDetector entityDetector, IRandomNumberGenerator rng, ITextEffectPresenter textEffectPresenter, IGameContext gameContext, IEntityRemover entityRemover) : base(actorData, energyCost, actionEffectFactory) { _item = item; _fromInventory = fromInventory; _entitySpawner = entitySpawner; _uiConfig = uiConfig; _entityDetector = entityDetector; _rng = rng; _textEffectPresenter = textEffectPresenter; _gameContext = gameContext; _entityRemover = entityRemover; }
public void Init(IGameContext gameContext, IGameConfig gameConfig, IUiConfig uiConfig, IPathfinder pathfinder, IRandomNumberGenerator randomNumberGenerator, IGridInfoProvider gridInfoProvider, IEntitySpawner entitySpawner) { _gameContext = gameContext; _gameConfig = gameConfig; _uiConfig = uiConfig; _pathfinder = pathfinder; _rng = randomNumberGenerator; _gridInfoProvider = gridInfoProvider; _entitySpawner = entitySpawner; _caveTiles = new HashSet <Vector2Int>(); _processedCaveTiles = new HashSet <Vector2Int>(); _caveRootsToCaves = new Dictionary <Vector2Int, HashSet <Vector2Int> >(); }
public ActionFactory(IGridInfoProvider gridInfoProvider, IActionEffectFactory actionEffectFactory, ITextEffectPresenter textEffectPresenter, INeedHandler needHandler, IRandomNumberGenerator randomNumberGenerator, IDeathHandler deathHandler, IEntityRemover entityRemover, IEntityDetector entityDetector, IGameContext gameContext, IEntitySpawner entitySpawner, IUiConfig uiConfig) { _gridInfoProvider = gridInfoProvider; _actionEffectFactory = actionEffectFactory; _textEffectPresenter = textEffectPresenter; _needHandler = needHandler; _randomNumberGenerator = randomNumberGenerator; _deathHandler = deathHandler; _entityRemover = entityRemover; _entityDetector = entityDetector; _gameContext = gameContext; _entitySpawner = entitySpawner; _uiConfig = uiConfig; }
public void Init(IGameConfig gameConfig, IUiConfig uiConfig) { _gameConfig = gameConfig; _uiConfig = uiConfig; }
public void Init(IGameContext gameContext, IUiConfig uiConfig) { _gameContext = gameContext; _uiConfig = uiConfig; }
public ArrowsVisibilityManager(IUiConfig uiConfig, IGameContext gameContext) { _uiConfig = uiConfig; }
public ActorInitializer(IGridInfoProvider gridInfoProvider, IGameContext gameContext, IUiConfig uiConfig) { _gridInfoProvider = gridInfoProvider; _gameContext = gameContext; _uiConfig = uiConfig; }