Ejemplo n.º 1
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 public void PlayerClickedField(Field field)
 {
     if (_playersState.CurrentPlayer.IsAHuman)
     {
         _currentMoveState.PlayerClickedField(field);
         _currentMoveState = _currentMoveState.GetNextState();
     }
 }
Ejemplo n.º 2
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 public void PlayerClickedField(Field field)
 {
     if(_playersState.CurrentPlayer.IsAHuman)
     {
         _currentMoveState.PlayerClickedField(field);
         _currentMoveState = _currentMoveState.GetNextState();
     }
 }
Ejemplo n.º 3
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    public void Construct(
        IPlayerWaitingTurnState playerWaitingTurnState,
        IPlayerMoveState playerMoveState,
        IPlayerAttackState playerAttackState,
        IPlayerBuildState playerBuildState,
        IPlayerShopingState playerShopingState,
        IPlayerMoney playerMoney,
        IPlayerMovement playerMovement,
        IPlayerSpriteRenderer spriteRenderer,
        IGameMap gameMap,
        IMouse mouse)
    {
        _playerWaitingTurnState = playerWaitingTurnState;
        _playerMoveState        = playerMoveState;
        _playerAttackState      = playerAttackState;
        _playerBuildState       = playerBuildState;
        _playerShopingState     = playerShopingState;

        _playerMovement = playerMovement;
        _spriteRenderer = spriteRenderer;
        _playerMoney    = playerMoney;
        _gameMap        = gameMap;
        _mouse          = mouse;
    }
Ejemplo n.º 4
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 public HandlePlayerMoves(WaitingForPlayerMoveState waitingForPlayerMoveState, IPlayersState playersState)
 {
     _waitForPlayerMoveState = waitingForPlayerMoveState;
     _playersState           = playersState;
     _currentMoveState       = _waitForPlayerMoveState;
 }
Ejemplo n.º 5
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 public void WaitForPlayerMove()
 {
     _currentMoveState = _waitForPlayerMoveState;
 }
Ejemplo n.º 6
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 public void WaitForPlayerMove()
 {
     _currentMoveState = _waitForPlayerMoveState;
 }
Ejemplo n.º 7
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 public HandlePlayerMoves(WaitingForPlayerMoveState waitingForPlayerMoveState, IPlayersState playersState)
 {
     _waitForPlayerMoveState = waitingForPlayerMoveState;
     _playersState = playersState;
     _currentMoveState = _waitForPlayerMoveState;
 }