Ejemplo n.º 1
0
        public PerInitiativeFeature(GiveControlSystem giveControlSystem, StimuliSystem stimuliSystem,
                                    PreTurnSystem preTurnSystem, PostTurnSystem postTurnSystem,
                                    PresentSurroundingsSystem presentSurroundingsSystem, PositionStablenessSystem positionStablenessSystem,
                                    MoveHeldAlongSystem moveHeldAlongSystem, GameEventSystems gameEventFeature,
                                    AnyStatusChangedSystem statusChangedSystem, ControlledEntityChangedSystem controlledEntityChangedSystem,
                                    StatusCountdownSystem statusCountdownSystem, LoadViewSystem loadViewSystem,
                                    DestroyEntitySystem destroyEntitySystem, IntegrityChangedSystem integrityChangedSystem,
                                    ResolveAbilitiesPerTurnSystem resolveAbilitiesPerTurnSystem,
                                    PlayerInventoryChangedSystem playerInventoryChangedSystem, DeathClockSystem deathClockSystem, HungerSystem hungerSystem)
        {
            Add(loadViewSystem);

            Add(controlledEntityChangedSystem);
            Add(presentSurroundingsSystem);

            Add(resolveAbilitiesPerTurnSystem);
            Add(hungerSystem);
            Add(stimuliSystem);
            Add(preTurnSystem);

            Add(giveControlSystem);

            Add(positionStablenessSystem);
            Add(moveHeldAlongSystem);
            Add(postTurnSystem);
            Add(deathClockSystem);

            Add(integrityChangedSystem);
            Add(statusCountdownSystem);
            Add(statusChangedSystem);
            Add(playerInventoryChangedSystem);

            Add(destroyEntitySystem);
            Add(gameEventFeature);
        }
Ejemplo n.º 2
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 public ActionFactory(IGrid grid, IActionEffectFactory actionEffectFactory, IUnityGridInfoProvider unityGridInfoProvider, IPositionEffectPresenter positionEffectPresenter, IRandomNumberGenerator randomNumberGenerator, IDeathHandler deathHandler, ISceneContext sceneContext, IGameConfig gameConfig, IViewCreator viewCreator, ITileMatrixUpdater tileMatrixUpdater, IFirstPlaceInAreaFinder firstPlaceInAreaFinder, IBroadcastStimulusSender stimulusBroadcaster, IEntityDetector entityDetector, LoadViewSystem loadViewSystem, IUiFacade uiFacade, IOsnowaContextManager contextManager, IEntityViewBehaviourInitializer entityViewBehaviourInitializer, IAggressionTriggerer aggressionTriggerer, IEntityGenerator entityGenerator, ReactiveFeature reactiveFeature)
 {
     _grid = grid;
     _unityGridInfoProvider   = unityGridInfoProvider;
     _positionEffectPresenter = positionEffectPresenter;
     _randomNumberGenerator   = randomNumberGenerator;
     _deathHandler            = deathHandler;
     _actionEffectFactory     = actionEffectFactory;
     _sceneContext            = sceneContext;
     _gameConfig             = gameConfig;
     _viewCreator            = viewCreator;
     _tileMatrixUpdater      = tileMatrixUpdater;
     _firstPlaceInAreaFinder = firstPlaceInAreaFinder;
     _stimulusBroadcaster    = stimulusBroadcaster;
     _entityDetector         = entityDetector;
     _loadViewSystem         = loadViewSystem;
     _uiFacade       = uiFacade;
     _contextManager = contextManager;
     _entityViewBehaviourInitializer = entityViewBehaviourInitializer;
     _aggressionTriggerer            = aggressionTriggerer;
     _entityGenerator = entityGenerator;
     _reactiveFeature = reactiveFeature;
 }
Ejemplo n.º 3
0
 public SwapHandWithInventoryAction(GameEntity entity, int indexInInventory, float energyCost, IActionEffectFactory actionEffectFactory, LoadViewSystem loadViewSystem)
     : base(entity, energyCost, actionEffectFactory)
 {
     _indexInInventory = indexInInventory;
     _loadViewSystem   = loadViewSystem;
 }