Ejemplo n.º 1
1
 public CharacterModel(
     [NotNull] ICharacterDal dal,
     [NotNull] ICharacterFactory characterFactory)
 {
     this.dal = dal;
     this.characterFactory = characterFactory;
 }
        public void SetUp()
        {
            _unitOfWorkFactory    = new FakeUnitOfWorkFactory();
            _characterFactory     = Substitute.For <ICharacterFactory>();
            _itemService          = Substitute.For <IItemService>();
            _authorizationUtil    = Substitute.For <IAuthorizationUtil>();
            _characterHistoryUtil = Substitute.For <ICharacterHistoryUtil>();
            _mapper = Substitute.For <IMapper>();
            _characterModifierUtil      = Substitute.For <ICharacterModifierUtil>();
            _notificationSessionFactory = new FakeNotificationSessionFactory();
            _characterUtil = Substitute.For <ICharacterUtil>();
            _itemUtil      = Substitute.For <IItemUtil>();

            _service = new CharacterService(
                _unitOfWorkFactory,
                _characterFactory,
                _itemService,
                _authorizationUtil,
                _characterHistoryUtil,
                _mapper,
                _characterModifierUtil,
                _notificationSessionFactory,
                _characterUtil,
                _itemUtil
                );
        }
Ejemplo n.º 3
0
 protected CreationalCommand(ICommandCenter commandCenter, ICharacterFactory characterFactory, IValidator validator, IRandomGenerator random)
     : base(commandCenter, validator)
 {
     this.Validator.ValidateNull(characterFactory, FactoryCannotBeNullMessage);
     this.CharacterFactory = characterFactory;
     this.Random           = random;
 }
 public CharacterService(ICharacterRepository characterRepository, IUnitOfWork uow, IHouseService houseService, ICharacterFactory charactereFactory)
 {
     CharacterRepository = characterRepository ?? throw new ArgumentNullException(nameof(characterRepository));
     Uow              = uow ?? throw new ArgumentNullException(nameof(uow));
     HouseService     = houseService ?? throw new ArgumentNullException(nameof(houseService));
     CharacterFactory = charactereFactory ?? throw new ArgumentNullException(nameof(charactereFactory));
 }
Ejemplo n.º 5
0
    //  執行
    public override void Execute()
    {
        // 建立Soldier
        ICharacterFactory Factory = PBDFactory.GetCharacterFactory();
        ISoldier          Soldier = Factory.CreateSoldier(m_emSoldier, m_emWeapon, m_Lv, m_Position);

        // 依機率產生前輟能力
        int Rate   = UnityEngine.Random.Range(0, 100);
        int AttrID = 0;

        if (Rate > 90)
        {
            AttrID = 13;
        }
        else if (Rate > 80)
        {
            AttrID = 12;
        }
        else if (Rate > 60)
        {
            AttrID = 11;
        }
        else
        {
            return;
        }

        // 加上字首能力
        //Debug.Log("加上前輟能力:"+AttrID);
        IAttrFactory AttrFactory = PBDFactory.GetAttrFactory();
        SoldierAttr  PreAttr     = AttrFactory.GetEliteSoldierAttr(ENUM_AttrDecorator.Prefix, AttrID, Soldier.GetSoldierValue());

        Soldier.SetCharacterAttr(PreAttr);
    }
    // 更新
    public override void Update()
    {
        if (m_StageData.Count == 0)
        {
            return;
        }

        // 是否可以产生
        m_CoolDown -= Time.deltaTime;
        if (m_CoolDown > 0)
        {
            return;
        }
        m_CoolDown = m_MaxCoolDown;

        // 取得上场的角色
        StageData theNewEnemy = GetEnemy();

        if (theNewEnemy == null)
        {
            return;
        }

        // 一次产生一个单位
        ICharacterFactory Factory = PBDFactory.GetCharacterFactory();

        Factory.CreateEnemy(theNewEnemy.emEnemy, theNewEnemy.emWeapon, m_SpawnPosition, m_AttackPosition);
    }
Ejemplo n.º 7
0
 public CommandInterpreter(ICharacterFactory characterFactory, IItemFactory itemFactory, IMainController controller)
 {
     this.characterFactory = characterFactory;
     this.itemFactory      = itemFactory;
     this.controller       = controller;
     this.commands         = new TypeCollector().GetAllInheritingTypes <ICommand>();
 }
Ejemplo n.º 8
0
 public StageInitializeUseCase(
     IPhaseProvider phaseProvider,
     IPhaseRegister phaseRegister,
     IResidueCharacters residueCharacters,
     IResidueEnemies residueEnemies,
     ICharacterBufferInitializer bufferInitializer,
     ILoadCharacter loadCharacter,
     ILoadStage loadStage,
     IDiceFactory diceFactory,
     ICharacterFactory characterFactory,
     IStageInitializer stageInitializer,
     PanelView.Factory panelFactory)
 {
     _phaseProvider     = phaseProvider;
     _phaseRegister     = phaseRegister;
     _residueCharacters = residueCharacters;
     _residueEnemies    = residueEnemies;
     _bufferInitializer = bufferInitializer;
     _loadCharacter     = loadCharacter;
     _loadStage         = loadStage;
     _diceFactory       = diceFactory;
     _characterFactory  = characterFactory;
     _stageInitializer  = stageInitializer;
     _panelFactory      = panelFactory;
 }
Ejemplo n.º 9
0
 protected Command(IList <string> cmdArgs, IMainController controller, ICharacterFactory characterFactory,
                   IItemFactory itemFactory)
 {
     this.CmdArgs          = cmdArgs;
     this.controller       = controller;
     this.characterFactory = characterFactory;
     this.itemFactory      = itemFactory;
 }
Ejemplo n.º 10
0
 // 遊戲角色工廠
 public static ICharacterFactory GetCharacterFactory()
 {
     if (m_CharacterFactory == null)
     {
         m_CharacterFactory = new CharacterFactory();
     }
     return(m_CharacterFactory);
 }
Ejemplo n.º 11
0
        public void Awake()
        {
            charFactory = GetComponent <PlayableCharacterFactory>();
            //Create the character.
            _myCharacter = charFactory.CreateCharacter(AvailableCharacters.Ruyo);
            //Assign freshly created character as child of this gameobject.
            _myCharacter.CharacterInstance.transform.parent = transform;
            //Make sure that the created character is positioned in the middle of the player gameobject.
            _myCharacter.CharacterInstance.transform.localPosition = Vector3.zero;
            //Get the launcher from the character and store its script ref...
            _launcher = _myCharacter.CharacterInstance.GetComponentInChildren <ILauncher>();
            //...same with the crosshair + setup the camera script.
            _crosshair = _myCharacter.CharacterInstance.GetComponentInChildren <Crosshair>();
            _crosshair.Begin(_cameraWorks);
            _controller2D = _myCharacter.CharacterInstance.GetComponentInChildren <IController2D>();
            //Get the healthbar script for the character, if it has any healthbar.
            _myCharacter.AddHealthBarReference(GetComponentInChildren <RuyoHealthbar>());

            _skillManager.AddObserver(_crosshair);
            //Create the skills factory. Then retrieve the factory script and proper skill factory.
            GameObject factorySelector = Instantiate(_factorySelectorPrefab);

            factorySelector.transform.parent = this.gameObject.transform;
            _skillFactorySelector            = factorySelector.GetComponent <ISkillFactorySelector>();
            ISkillFactory skillFactory = _skillFactorySelector.SelectFactory(AvailableCharacters.Ruyo);
            //Using the provided skill factory, generate the skills for the character.
            IGetTransform playerTransform      = this;
            IGetTransform shotSpawnerTransform = _launcher;
            //Create and assign the skills to the skills manager and save them temporarily for the
            //skillBarManager.
            IDictionary <SkillType, Sprite> skillsIcons = new Dictionary <SkillType, Sprite>();
            //Basic skill:
            ISkill newSkill = skillFactory.CreateSkill(SkillType.Basic, ref shotSpawnerTransform, ref playerTransform);

            newSkill.GameObject.transform.parent = this.gameObject.transform;
            _skillManager.AddSkill(SkillType.Basic, newSkill);
            //First active skill:
            newSkill = skillFactory.CreateSkill(SkillType.First, ref shotSpawnerTransform, ref playerTransform);
            newSkill.GameObject.transform.parent = this.gameObject.transform;
            _skillManager.AddSkill(SkillType.First, newSkill);
            skillsIcons.Add(SkillType.First, newSkill.icon);
            //Second active skill:
            newSkill = skillFactory.CreateSkill(SkillType.Second, ref shotSpawnerTransform, ref playerTransform);
            newSkill.GameObject.transform.parent = this.gameObject.transform;
            _skillManager.AddSkill(SkillType.Second, newSkill);
            skillsIcons.Add(SkillType.Second, newSkill.icon);
            //Third active skill:
            newSkill = skillFactory.CreateSkill(SkillType.Third, ref shotSpawnerTransform, ref playerTransform);
            newSkill.GameObject.transform.parent = this.gameObject.transform;
            _skillManager.AddSkill(SkillType.Third, newSkill);
            skillsIcons.Add(SkillType.Third, newSkill.icon);

            //Initialize the skillBarManager skill icons.
            SkillsBarManager skillBarManager = _myCharacter.CharacterInstance.GetComponentInChildren <SkillsBarManager>();

            skillBarManager.InitializeSkillsIcons(skillsIcons);
            _skillManager.AddObserver(skillBarManager);
        }
Ejemplo n.º 12
0
        public GameWorld(ILogger <GameWorld> logger, IMapsLoader mapsLoader, IMapFactory mapFactory, ICharacterFactory characterFactory)
        {
            _logger           = logger;
            _mapsLoader       = mapsLoader;
            _mapFactory       = mapFactory;
            _characterFactory = characterFactory;

            InitMaps();
        }
Ejemplo n.º 13
0
        private void InitializeTeam(ICharacterFactory factory)
        {
            Character carry    = factory.CreateCarry();
            Character disabler = factory.createDisabler();

            Console.WriteLine(carry.ToString());
            Console.WriteLine(disabler.ToString());
            Console.WriteLine();
        }
Ejemplo n.º 14
0
    public void CreateCharacter()
    {
        ICharacterFactory factory   = Container.Resolve <ICharacterFactory>();
        string            name      = "TestName";
        Stats             stats     = Container.Resolve <Stats>();
        ICharacter        character = factory.Next(name, stats);

        Assert.That(character.Name.Equals(name));
        Assert.That(character.Stats_Base.Strength == stats.Strength);
    }
Ejemplo n.º 15
0
        public GameWorld(ILogger <GameWorld> logger, IMapsLoader mapsLoader, IMapFactory mapFactory, ICharacterFactory characterFactory, ITimeService timeService, IGuildRankingManager guildRankingManager)
        {
            _logger              = logger;
            _mapsLoader          = mapsLoader;
            _mapFactory          = mapFactory;
            _characterFactory    = characterFactory;
            _timeService         = timeService;
            _guildRankingManager = guildRankingManager;

            InitMaps();
            InitGRB();
        }
    /// <summary>
    /// 开始游戏,当前选了角色
    /// </summary>
    public void GameStart(Player player)
    {
        ICharacterFactory characterFactory = GameFactory.GetCharacterFactory();

        ///其实没必要用建造者模式造玩家的角色
        ISoldier soldier = characterFactory.CreateSoldier(player, Vector3.zero);

        InputSystem.Instance.SetSoldier(CharacterSystem.Instance.GetSoldier());

        CharacterSystem.Instance.HideSoldier();

        isSelect = true;
    }
    public void Initialize(ICharacterFactory characters, Board board, BoardTheme theme)
    {
        _characters = characters;
        _board = board;
        _theme = theme;

        _board.PawnAdded += OnPawnAdded;
        _board.PawnRemoved += OnPawnRemoved;

        IEnumerator<Pawn> pawnIter = _board.GetPawnIterator();
        while (pawnIter.MoveNext()) {
            OnPawnAdded(pawnIter.Current);
        }
    }
Ejemplo n.º 18
0
 public SelectCharacterHandler(IGamePacketFactory packetFactory,
                               IGameSession gameSession,
                               IGameWorld gameWorld,
                               ICharacterFactory characterFactory,
                               IStatsManager statsManager,
                               IGuildManager guildManager,
                               ICountryProvider countryProvider) : base(packetFactory, gameSession)
 {
     _gameWorld        = gameWorld;
     _characterFactory = characterFactory;
     _statsManager     = statsManager;
     _guildManager     = guildManager;
     _countryProvider  = countryProvider;
 }
Ejemplo n.º 19
0
    public override void Execute()
    {
        // 先产生Enemy
        ICharacterFactory Factory  = PBDFactory.GetCharacterFactory();
        IEnemy            theEnemy = Factory.CreateEnemy(m_emEnemy, ENUM_Weapon.Gun, m_Position, Vector3.zero);

        // 再建立俘兵(轉接器)
        SoldierCaptive NewSoldier = new SoldierCaptive(theEnemy);

        // 移除Enemy
        m_PBDGame.RemoveEnemy(theEnemy);

        // 加入Soldier
        m_PBDGame.AddSoldier(NewSoldier);
    }
Ejemplo n.º 20
0
 public ServerManager(ILogService logService, IGameLoopSimulator gameLoopSimulator,
                      IGameFactory gameFactory, IConfigurator configurator, IMonsterDataFactory monsterDataFactory,
                      ISkillFactory skillFactory, IEquipmentFactory equipmentFactory, ITalentFactory talentFactory, IQuestFactory questFactory,
                      ICharacterFactory characterFactory)
 {
     this.logService         = logService;
     this.gameFactory        = gameFactory;
     this.configurator       = configurator;
     this.monsterDataFactory = monsterDataFactory;
     this.skillFactory       = skillFactory;
     this.equipmentFactory   = equipmentFactory;
     this.talentFactory      = talentFactory;
     this.questFactory       = questFactory;
     this.characterFactory   = characterFactory;
     this.gameLoopSimulator  = gameLoopSimulator;
 }
Ejemplo n.º 21
0
 public CharacterDataService(
     ICharacterFactory characterFactory,
     IEpisodeFactory episodeFactory,
     IFriendshipFactory friendshipFactory,
     ICharacterRepository characterRepository,
     IEpisodeRepository episodeRepository,
     IFriendshipRepository friendshipRepository,
     AppDbContext dbContext)
 {
     _characterFactory     = characterFactory;
     _episodeFactory       = episodeFactory;
     _friendshipFactory    = friendshipFactory;
     _characterRepository  = characterRepository;
     _episodeRepository    = episodeRepository;
     _friendshipRepository = friendshipRepository;
     _dbContext            = dbContext;
 }
    // Update is called once per frame
    void UnitTest_CharacterCreate()
    {
        ICharacterFactory Factory = PBDFactory.GetCharacterFactory();

        // 建立Soldier
        ISoldier theSoldier = Factory.CreateSoldier(ENUM_Soldier.Rookie, ENUM_Weapon.Gun, 1, new Vector3(0, 0, 0));

        // 建立Enemy
        IEnemy theEnemy = Factory.CreateEnemy(ENUM_Enemy.Elf, ENUM_Weapon.Rocket, new Vector3(0, 0, 0), new Vector3(100, 0, 0));

        // 建立俘兵
        ISoldier theCaptive = new SoldierCaptive(theEnemy);

        // Soldier打Enemy
        //theSoldier.Attack( theEnemy );

        // Enemy打Soldier
        //theEnemy.Attack( theSoldier );
    }
Ejemplo n.º 23
0
    public CharacterFactory(Requirements requirements)
    {
        switch (requirements.alliance)
        {
        case Alliance.Hero:
            _factory = new HeroFactory();
            break;

        case Alliance.Villain:
            _factory = new VillainFactory();
            break;

        case Alliance.Neutral:
            _factory = new NeutralFactory();
            break;
        }
        // _factory = requirements.isEvil ? (ICharacterFactory)new VillainFactory() : new HeroFactory();
        _requirements = requirements;
    }
 public MappingToJson(IMappingEngine mappingEngine, IAnimeFactory factory, ICharacterFactory characterFactory)
 {
     _mappingEngine = mappingEngine;
     _mappingEngine.ConfigurationProvider.CreateTypeMap(typeof (IAnime), typeof (IAnimeOriginalJson));
     _mappingEngine.ConfigurationProvider.CreateTypeMap(typeof (IAnimeDetails), typeof (IAnimeDetailsJson));
     _mappingEngine.ConfigurationProvider.CreateTypeMap(typeof (IAnimeDetailsJson), typeof (IAnimeDetails));
     _mappingEngine.ConfigurationProvider.CreateTypeMap(typeof (IAnimeDetails), typeof (IAnimeDetailsXml));
     _mappingEngine.ConfigurationProvider.CreateTypeMap(typeof (IListAnimeXml), typeof (IListAnime));
     _mappingEngine.ConfigurationProvider.CreateTypeMap(typeof (IMyInfoXml), typeof (IMyInfo));
     _mappingEngine.ConfigurationProvider.CreateTypeMap(typeof (IMyAnimeList), typeof (IMyAnimeListJson));
     _mappingEngine.ConfigurationProvider.CreateTypeMap(typeof (IMyInfo), typeof (IMyInfoJson));
     _mappingEngine.ConfigurationProvider.CreateTypeMap(typeof (IListAnime), typeof (IListAnimeJson));
     _mappingEngine.ConfigurationProvider.CreateTypeMap(typeof (ICharacterInformation), typeof (ICharacterInformationJson));
     _mappingEngine.ConfigurationProvider.CreateTypeMap(typeof (ISeiyuuInformation), typeof (ISeiyuuInformationJson));
     _mappingEngine.ConfigurationProvider.CreateTypeMap(typeof (IAnimeography), typeof (IAnimeographyJson));
     _mappingEngine.ConfigurationProvider.CreateTypeMap(typeof (IMangaography), typeof (IMangaographyJson));
     _mappingEngine.ConfigurationProvider.CreateTypeMap(typeof (ICharacterInformation), typeof (ICharacterInformationJson));
     _factory = factory;
     _characterFactory = characterFactory;
 }
 public MappingToJson(IMappingEngine mappingEngine, IAnimeFactory factory, ICharacterFactory characterFactory)
 {
     _mappingEngine = mappingEngine;
     _mappingEngine.ConfigurationProvider.CreateTypeMap(typeof(IAnime), typeof(IAnimeOriginalJson));
     _mappingEngine.ConfigurationProvider.CreateTypeMap(typeof(IAnimeDetails), typeof(IAnimeDetailsJson));
     _mappingEngine.ConfigurationProvider.CreateTypeMap(typeof(IAnimeDetailsJson), typeof(IAnimeDetails));
     _mappingEngine.ConfigurationProvider.CreateTypeMap(typeof(IAnimeDetails), typeof(IAnimeDetailsXml));
     _mappingEngine.ConfigurationProvider.CreateTypeMap(typeof(IListAnimeXml), typeof(IListAnime));
     _mappingEngine.ConfigurationProvider.CreateTypeMap(typeof(IMyInfoXml), typeof(IMyInfo));
     _mappingEngine.ConfigurationProvider.CreateTypeMap(typeof(IMyAnimeList), typeof(IMyAnimeListJson));
     _mappingEngine.ConfigurationProvider.CreateTypeMap(typeof(IMyInfo), typeof(IMyInfoJson));
     _mappingEngine.ConfigurationProvider.CreateTypeMap(typeof(IListAnime), typeof(IListAnimeJson));
     _mappingEngine.ConfigurationProvider.CreateTypeMap(typeof(ICharacterInformation), typeof(ICharacterInformationJson));
     _mappingEngine.ConfigurationProvider.CreateTypeMap(typeof(ISeiyuuInformation), typeof(ISeiyuuInformationJson));
     _mappingEngine.ConfigurationProvider.CreateTypeMap(typeof(IAnimeography), typeof(IAnimeographyJson));
     _mappingEngine.ConfigurationProvider.CreateTypeMap(typeof(IMangaography), typeof(IMangaographyJson));
     _mappingEngine.ConfigurationProvider.CreateTypeMap(typeof(ICharacterInformation), typeof(ICharacterInformationJson));
     _factory          = factory;
     _characterFactory = characterFactory;
 }
Ejemplo n.º 26
0
    /// <summary>
    /// 更新
    /// </summary>
    public override void Update()
    {
        if (m_StageData.Count == 0)
        {
            return;
        }


        // 取得上場的角色
        StageData theNewEnemy = GetEnemy();

        if (theNewEnemy == null)
        {
            return;
        }

        // 工厂创建并组装好怪物
        ICharacterFactory Factory = GameFactory.GetCharacterFactory();

        Factory.CreateEnemy(theNewEnemy.emEnemy, m_SpawnPosition);
    }
Ejemplo n.º 27
0
        private async Task EarlyInitializationProcess()
        {
            await Task.Yield();

            //initialice injector
            var currentGameInjector = new CoronavirusInjector();
            var linker = currentGameInjector.GetLinker();

            _factory = new CharacterFactory(currentGameInjector, linker);
            LoadDependencies(linker);
            _injector = currentGameInjector;
            _injector.Init();

            //write dependencies from decoupled registers
            foreach (var register in gameNodeParent.GetComponentsInChildren <IComponentRegister>())
            {
                register.AddLinks(linker);
            }

            //retrieve children
            foreach (var component in gameNodeParent.GetComponentsInChildren <GameComponent>())
            {
                gameComponents.Add(component);
            }

            //await game components initialization
            foreach (var gameComponent in gameComponents)
            {
                gameComponent.WriteDependencies(linker, _injector);
            }

            foreach (var gameComponent in gameComponents)
            {
                gameComponent.EarlyInitialization(_injector);
            }

            var initTasks = gameComponents.Select(g => g.StartGame(_injector)).ToArray();
            await Task.WhenAll(initTasks);
        }
    // Soldier能力
    void UnitTest_SoldierValue()
    {
        ICharacterFactory Factory = PBDFactory.GetCharacterFactory();

        // 建立Soldier
        ISoldier theSoldier = Factory.CreateSoldier(ENUM_Soldier.Rookie, ENUM_Weapon.Gun, 1, new Vector3(0, 0, 0));

        // 加上前輟能力
        IAttrFactory ValueFactory = PBDFactory.GetAttrFactory();
        SoldierAttr  PreAttr      = ValueFactory.GetEliteSoldierAttr(ENUM_AttrDecorator.Prefix, 11, theSoldier.GetSoldierValue());

        theSoldier.SetCharacterAttr(PreAttr);

        // 加上後輟能力
        SoldierAttr SufValue = ValueFactory.GetEliteSoldierAttr(ENUM_AttrDecorator.Suffix, 21, theSoldier.GetSoldierValue());

        theSoldier.SetCharacterAttr(SufValue);

        // 建立Enemy
        IEnemy theEnemy = Factory.CreateEnemy(ENUM_Enemy.Elf, ENUM_Weapon.Rocket, new Vector3(0, 0, 0), new Vector3(100, 0, 0));

        // 建立俘兵
        ISoldier theCaptive = new SoldierCaptive(theEnemy);

        // 加上前輟能力
        PreAttr = ValueFactory.GetEliteSoldierAttr(ENUM_AttrDecorator.Prefix, 11, theCaptive.GetSoldierValue());
        theCaptive.SetCharacterAttr(PreAttr);

        // 加上後輟能力
        SufValue = ValueFactory.GetEliteSoldierAttr(ENUM_AttrDecorator.Suffix, 21, theCaptive.GetSoldierValue());
        theCaptive.SetCharacterAttr(SufValue);

        // Soldier打Enemy
        //theSoldier.Attack( theEnemy );

        // Enemy打Soldier
        //theEnemy.Attack( theSoldier );
    }
Ejemplo n.º 29
0
 public MainHub(
     ILogService logService,
     IGameStateService gameStateService,
     IPlayerActionCollection playerActionQueue,
     IServerManager serverManager,
     ILoginService loginService,
     IAccountService accountService,
     ICharacterFactory characterFactory,
     IQuestGiver questGiver,
     IDisconnectService disconnectService,
     IHubService hubService)
 {
     this.logService        = logService;
     this.gameStateService  = gameStateService;
     this.playerActionQueue = playerActionQueue;
     this.serverManager     = serverManager;
     this.loginService      = loginService;
     this.accountService    = accountService;
     this.characterFactory  = characterFactory;
     this.questGiver        = questGiver;
     this.disconnectService = disconnectService;
     this.hubService        = hubService;
 }
Ejemplo n.º 30
0
 public CharacterService(
     IUnitOfWorkFactory unitOfWorkFactory,
     ICharacterFactory characterFactory,
     IItemService itemService,
     IAuthorizationUtil authorizationUtil,
     ICharacterHistoryUtil characterHistoryUtil,
     IMapper mapper,
     ICharacterModifierUtil characterModifierUtil,
     INotificationSessionFactory notificationSessionFactory,
     ICharacterUtil characterUtil,
     IItemUtil itemUtil
     )
 {
     _unitOfWorkFactory    = unitOfWorkFactory;
     _characterFactory     = characterFactory;
     _itemService          = itemService;
     _authorizationUtil    = authorizationUtil;
     _characterHistoryUtil = characterHistoryUtil;
     _mapper = mapper;
     _characterModifierUtil      = characterModifierUtil;
     _notificationSessionFactory = notificationSessionFactory;
     _characterUtil = characterUtil;
     _itemUtil      = itemUtil;
 }
Ejemplo n.º 31
0
	// 遊戲角色工廠
	public static ICharacterFactory GetCharacterFactory()
	{
		if( m_CharacterFactory == null)		
			m_CharacterFactory = new CharacterFactory();
		return m_CharacterFactory;
	}
 public AnimeRetriever(IAnimeFactory animeFactory, ICharacterFactory characterFactory, IUrlHelper urlHelper)
 {
     _animeFactory = animeFactory;
     _characterFactory = characterFactory;
     _urlHelper = urlHelper;
 }
 public CharacterRetriever(ICharacterFactory characterFactory, IUrlHelper urlHelper)
 {
     _characterFactory = characterFactory;
     _urlHelper        = urlHelper;
 }
 public AddItemToPoolCommand(IList <string> cmdArgs, IMainController controller, ICharacterFactory characterFactory, IItemFactory itemFactory)
     : base(cmdArgs, controller, characterFactory, itemFactory)
 {
 }
Ejemplo n.º 35
0
 void GetInjected(ICharacterFactory characterFactory)
 {
     this.characterFactory = characterFactory;
 }
 public AbstractFactory(INpcFactory npcFactory, ICritterFactory critterFactory, ICharacterFactory characterFactory)
 {
     this.npcs = npcFactory;
     this.critters = critterFactory;
     this.characters = characterFactory;
 }
 public CharacterRetriever(ICharacterFactory characterFactory, IUrlHelper urlHelper)
 {
     _characterFactory = characterFactory;
     _urlHelper = urlHelper;
 }
 // default dependancies
 public AbstractFactory()
 {
     this.npcs = new NpcFactory();
     this.critters = new CritterFactory();
     this.characters = new AdventurerFactory();
 }