public void InjectDependencies(ITurnDealer turnDealer, IEventDispatcher eventDispatcher) { _turnDealer = turnDealer; _eventDispatcher = eventDispatcher; _actionsToExecute = new List <ICommand>(); _turnDealer.OnTurnChanged += HandleTurnChanged; }
public Game( IGridGenerator gridGenerator, GridController gridController, IUnitSpawner charactersSpawner, IUnitSpawner enemiesSpawner, ITurnDealer turnDealer, GameInitialStateConfig initialStateConfig, ICameraPositioner cameraPositioner) { _gridGenerator = gridGenerator; _gridController = gridController; _charactersSpawner = charactersSpawner; _enemiesSpawner = enemiesSpawner; _turnDealer = turnDealer; _initialStateConfig = initialStateConfig; _cameraPositioner = cameraPositioner; }
public void InjectDependencies( Unit unit, ITurnDealer turnDealer, IGrid grid, IUnitHealth unitHealth, IUnitMovement unitMovement, IUnitAI unitAI) { _unit = unit; _turnDealer = turnDealer; _grid = grid; UnitMovement = unitMovement; UnitHealth = unitHealth; UnitAI = unitAI; _turnDealer.OnTurnChanged += HandleTurnChanged; UnitHealth.OnDeath += HandleUnitDeath; GameOverSignal.OnGameOver += HandleGameOver; ResetGameSignal.OnGameReset += ResetUnit; InitializeDependencies(); }
public void InjectDependencies(ITurnDealer turnDealer) { _turnDealer = turnDealer; _turnDealer.OnTurnChanged += OnTurnChanged; }
public GameMain(ITurnDealer turnDealer, IEventDispatcher eventDispatcher) { _turnDealer = turnDealer; _eventDispatcher = eventDispatcher; }
public CharacterSpawner(Transform unitsParent, ITurnDealer turnDealer) : base(unitsParent, turnDealer) { }
public void InjectDependencies(ITurnDealer turnDealer) { _iTurnDealer = turnDealer; _iTurnDealer.OnTurnChanged += UpdateInputController; }
public EnemySpawner(Transform unitsParent, ITurnDealer turnDealer) : base(unitsParent, turnDealer) { }
public void InjectDependencies(IGame game, ITurnDealer turnDealer) { _game = game; _turnDealer = turnDealer; _turnDealer.OnTurnChanged += OnTurnChanged; }
private void InstallTurnDependencies() { _player1TurnHandler = new TurnHandler(TurnTypes.Turn.Player_1, _player1Heroes); _player2TurnHandler = new TurnHandler(TurnTypes.Turn.Player_2, _player2Heroes); _turnDealer = new TurnDealer(_player1TurnHandler, _player2TurnHandler, _eventDispatcher); }