FireState(CanFire cf, Selection selection, PlayerInputState iS, MapEntetiesManager entetiesManager) { _selection = selection; _fireComponent = cf; _entetiesManager = entetiesManager; iS.IsCancelAction = Cancel; iS.IsConfirmedAction = Confirm; }
void Constructor(TileEntity.Factory factory, GameState gS, MapEntetiesManager me, PlayerInputState ps, MapManager mp, PathDrower pathDrower) { _facTest = factory; _gameState = gS; _entetieManager = me; _playerInputState = ps; _pathDrower = pathDrower; _currentMap = mp; ReAddActions(); }
public void Construct( [Inject(Id = "SmallText")] Text smallText, [Inject(Id = "MainText")] Text mainText, IconsReference iconRef, MapEntetiesManager mapEntetieManager, // UIInfoGroup.Factory infoGroupFactory, MapManager mM, Selection selection, TileInfoGroupUI.Factory tileInfoFactory) { _iconRef = iconRef; _smallText = smallText; _mainText = mainText; //_infoGroupFactory = infoGroupFactory; _tileInfoGroupFactory = tileInfoFactory; _mapManager = mM; _mapEntetieManager = mapEntetieManager; _selection = selection; _selection.OnSelectionChanged += UpdateInfo; }
public void Awake() { _mapEntetiesManager = FindObjectOfType <MyNetworkManager2>().Container.Resolve <MapEntetiesManager>(); }
public void Construct(MapEntetiesManager me) { Debug.Log("Constructed"); }
public void Construct(Damageable damageable, MapEntetiesManager entetiesManager) { _damageable = damageable; _entetiesManager = entetiesManager; }
public void Construct(MapEntetiesManager mEM) { _mapEntetiesManager = mEM; }
void Constrcucor(MapManager mM, MapEntetiesManager em, MapHighlighter mh) { EntetiesManager = em; MapHighlighter = mh; _mapManager = mM; }