public CheckEnoughAuraToActivateSkillRule(ISystemContainer systemContainer)
 {
     entityEngine    = systemContainer.EntityEngine;
     skillSystem     = systemContainer.SkillSystem;
     prototypeSystem = systemContainer.PrototypeSystem;
     messageSystem   = systemContainer.MessageSystem;
 }
 public BasicDungeonMapGenerator(ISystemContainer systemContainer, string floorCell, string wallCell)
 {
     FloorCell       = floorCell;
     WallCell        = wallCell;
     Engine          = systemContainer.EntityEngine;
     PrototypeSystem = systemContainer.PrototypeSystem;
 }
Ejemplo n.º 3
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 public ItemSystem(IEntityEngine entityEngine, IPrototypeSystem prototypeSystem, IScriptExecutor scriptExecutor, IMessageSystem messageSystem, IEventSystem eventSystem)
 {
     this.entityEngine    = entityEngine;
     this.prototypeSystem = prototypeSystem;
     this.scriptExecutor  = scriptExecutor;
     this.messageSystem   = messageSystem;
     this.eventSystem     = eventSystem;
 }
 public void SetUp()
 {
     _systemContainer = Substitute.For <ISystemContainer>();
     _prototypeSystem = Substitute.For <IPrototypeSystem>();
     _systemContainer.PrototypeSystem = _prototypeSystem;
     _executor    = new EntityCommandExecutor();
     _defaultCell = Substitute.For <IEntity>();
     _defaultCell.Has <Physical>().ReturnsForAnyArgs(true);
     _defaultCell.Has <Appearance>().ReturnsForAnyArgs(true);
     _map = new Map(MAP_KEY, _defaultCell);
 }
 public PlayerStepMakesSoundRule(ISystemContainer systemContainer)
 {
     _soundSystem     = systemContainer.SoundSystem;
     _prototypeSystem = systemContainer.PrototypeSystem;
 }
Ejemplo n.º 6
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 public MissMakesSoundRule(ISystemContainer systemContainer)
 {
     _soundSystem     = systemContainer.SoundSystem;
     _prototypeSystem = systemContainer.PrototypeSystem;
 }