public CompositeUnitSignals(UnitSignals signals, IGameCore gameCore, IPossessionRelationship <ICivilization, IUnit> unitPossessionCanon ) { GameCore = gameCore; UnitPossessionCanon = unitPossessionCanon; ActiveCivUnitClickedSignal = signals.Clicked.Where(ActiveCivUnitFilter); }
public UnitResponder(UnitSignals signals, IUnitPositionCanon unitPositionCanon, IPossessionRelationship <ICivilization, IUnit> unitPossessionCanon ) { UnitPositionCanon = unitPositionCanon; UnitPossessionCanon = unitPossessionCanon; signals.BeingDestroyed.Subscribe(OnUnitBeingDestroyed); }
public void InjectDependencies( IUnitConfig config, UnitSignals signals, IUnitPositionCanon positionCanon, IHexGrid grid, IPromotionParser promotionParser ) { Config = config; Signals = signals; PositionCanon = positionCanon; Grid = grid; PromotionParser = promotionParser; signals.GainedNewOwner.Subscribe(OnUnitGainedNewOwner); }
public UnitFactory( DiContainer container, IUnitPositionCanon unitPositionCanon, IPossessionRelationship <ICivilization, IUnit> unitPossessionCanon, [Inject(Id = "Unit Container")] Transform unitContainer, IUnitConfig unitConfig, UnitSignals signals ) { Container = container; UnitPositionCanon = unitPositionCanon; UnitPossessionCanon = unitPossessionCanon; UnitContainer = unitContainer; UnitConfig = unitConfig; UnitSignals = signals; signals.BeingDestroyed.Subscribe(OnUnitBeingDestroyed); }
public UnitPositionCanon( UnitSignals signals, IHexMapSimulationConfig hexSimulationConfig, IPossessionRelationship <ICivilization, IUnit> unitPossessionCanon, IPossessionRelationship <IHexCell, ICity> cityLocationCanon, IPossessionRelationship <ICivilization, ICity> cityPossessionCanon, HexCellSignals cellSignals ) { Signals = signals; HexSimulationConfig = hexSimulationConfig; UnitPossessionCanon = unitPossessionCanon; CityLocationCanon = cityLocationCanon; CityPossessionCanon = cityPossessionCanon; cellSignals.MapBeingClearedSignal.Subscribe(unit => Clear(false)); }