Ejemplo n.º 1
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 private void InjectDependencies(
     ITerrainAlphamapLogic alphamapLogic, ITerrainHeightLogic heightLogic,
     IMapRenderConfig renderConfig, IWaterTriangulator waterTriangulator,
     IHexFeatureManager hexFeatureManager, ICultureTriangulator cultureTriangulator, IHexCellShaderData shaderData,
     DiContainer container, IHexMeshFactory hexMeshFactory, IRoadTriangulator roadTriangulator,
     IMarshTriangulator marshTriangulator, IOasisTriangulator oasisTriangulator,
     ITerrainBaker terrainBaker, IOrientationBaker orientationBaker, IGeometry2D geometry2D,
     IPointOrientationLogic pointOrientationLogic, IFullMapRefresher fullMapRefresher,
     [Inject(Id = "Feature Container")] Transform featureContainer, MapRenderingSignals mapRenderingSignals,
     IVisibilityResponder visibilityResponder
     )
 {
     AlphamapLogic         = alphamapLogic;
     HeightLogic           = heightLogic;
     RenderConfig          = renderConfig;
     WaterTriangulator     = waterTriangulator;
     HexFeatureManager     = hexFeatureManager;
     CultureTriangulator   = cultureTriangulator;
     ShaderData            = shaderData;
     HexMeshFactory        = hexMeshFactory;
     RoadTriangulator      = roadTriangulator;
     MarshTriangulator     = marshTriangulator;
     OasisTriangulator     = oasisTriangulator;
     TerrainBaker          = terrainBaker;
     OrientationBaker      = orientationBaker;
     Geometry2D            = geometry2D;
     PointOrientationLogic = pointOrientationLogic;
     FullMapRefresher      = fullMapRefresher;
     FeatureContainer      = featureContainer;
     MapRenderingSignals   = mapRenderingSignals;
     VisibilityResponder   = visibilityResponder;
 }
 public void InjectDependencies(
     UIStateMachineBrain brain, LoadingScreen loadingScreen, IVisibilityResponder visibilityResponder
     )
 {
     Brain               = brain;
     LoadingScreen       = loadingScreen;
     VisibilityResponder = visibilityResponder;
 }
Ejemplo n.º 3
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 public void InjectDependencies(
     UIStateMachineBrain brain, IVisibilityCanon visibilityCanon,
     IVisibilityResponder visibilityResponder
     )
 {
     Brain               = brain;
     VisibilityCanon     = visibilityCanon;
     VisibilityResponder = visibilityResponder;
 }
Ejemplo n.º 4
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 public void InjectDependencies(
     UIStateMachineBrain brain, IMapComposer mapComposer, IVisibilityResponder visibilityResponder,
     IVisibilityCanon visibilityCanon, IExplorationCanon explorationCanon, IGameCore gameCore,
     IUnitMapIconManager unitMapIconManager, List <IPlayModeSensitiveElement> playModeSensitiveElements
     )
 {
     Brain                     = brain;
     MapComposer               = mapComposer;
     VisibilityResponder       = visibilityResponder;
     VisibilityCanon           = visibilityCanon;
     ExplorationCanon          = explorationCanon;
     GameCore                  = gameCore;
     UnitMapIconManager        = unitMapIconManager;
     PlayModeSensitiveElements = playModeSensitiveElements;
 }
Ejemplo n.º 5
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        public void InjectDependencies(
            UIStateMachineBrain brain, IHexGrid grid, IMapComposer mapComposer,
            ICivilizationFactory civFactory, IPlayerFactory playerFactory,
            IVisibilityResponder visibilityResponder, IVisibilityCanon visibilityCanon,
            IExplorationCanon explorationCanon, List <IPlayModeSensitiveElement> playModeSensitiveElements,
            ICivilizationConfig civConfig, IBrainPile brainPile, IUnitMapIconManager unitMapIconManager

            )
        {
            Brain                     = brain;
            Grid                      = grid;
            MapComposer               = mapComposer;
            CivFactory                = civFactory;
            PlayerFactory             = playerFactory;
            VisibilityResponder       = visibilityResponder;
            VisibilityCanon           = visibilityCanon;
            ExplorationCanon          = explorationCanon;
            PlayModeSensitiveElements = playModeSensitiveElements;
            CivConfig                 = civConfig;
            BrainPile                 = brainPile;
            UnitMapIconManager        = unitMapIconManager;
        }
Ejemplo n.º 6
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 public void InjectDependencies(
     IHexCellComposer hexCellComposer,
     ICivilizationComposer civilizationComposer,
     IPlayerComposer playerComposer,
     ICityComposer cityComposer,
     IBuildingComposer buildingComposer,
     IUnitComposer unitComposer,
     IImprovementComposer improvementComposer,
     IResourceComposer resourceComposer,
     IDiplomacyComposer diplomacyComposer,
     ICapitalCityComposer capitalCityComposer,
     IBarbarianComposer barbarianComposer,
     IVisibilityResponder visibilityResponder,
     IVisibilityCanon visibilityCanon,
     ICapitalCitySynchronizer capitalCitySynchronizer,
     List <IPlayModeSensitiveElement> playModeSensitiveElements,
     [Inject(Id = "Coroutine Invoker")] MonoBehaviour coroutineInvoker
     )
 {
     HexCellComposer           = hexCellComposer;
     CivilizationComposer      = civilizationComposer;
     PlayerComposer            = playerComposer;
     CityComposer              = cityComposer;
     BuildingComposer          = buildingComposer;
     UnitComposer              = unitComposer;
     ImprovementComposer       = improvementComposer;
     ResourceComposer          = resourceComposer;
     DiplomacyComposer         = diplomacyComposer;
     CapitalCityComposer       = capitalCityComposer;
     BarbarianComposer         = barbarianComposer;
     VisibilityResponder       = visibilityResponder;
     VisibilityCanon           = visibilityCanon;
     CapitalCitySynchronizer   = capitalCitySynchronizer;
     PlayModeSensitiveElements = playModeSensitiveElements;
     CoroutineInvoker          = coroutineInvoker;
 }