public void Construct(IBattel battel, IUserData player, BattelFieldFactory battelFieldFactory, DeckBattleSelector.Factory factoriDeckBattleSelector, IAlTrainingBattel alTraining, ICardFactory <IAttackCard> cardFactory) { Initialize(battel, player, battelFieldFactory, cardFactory); (this.alTraining) = (alTraining); factoriDeckBattleSelector.Create().Build(transform, StartBattel); returnButton.transform.SetAsLastSibling(); }
protected BaseBattel Initialize(IBattel battel, IUserData player, BattelFieldFactory battelFieldFactory, ICardFactory <IAttackCard> cardFactory) { (this.Battel, this.UserData, this.battelFieldFactory, this.cardFactory) = (battel, player, battelFieldFactory, cardFactory); returnButton.SetListener(OnLeaveBattle); buttonFinishBattel.SetListener(OnLeaveBattle); buttonNextTurn.SetListener(NextTurn); buttonFinishBattel.gameObject.SetActive(false); buttonNextTurn.gameObject.SetActive(false); battel.InteractableButtonNextTurn += SetInteractableButtonNextTurn; battel.NextTurn += NextTurn; battel.FinishBattel += FinishBattel; return(this); }
public static CommonBattelScene CreatPrefab(IBattel battelData, IUserData player, BattelFieldFactory battelFieldFactory, ICardFactory <IAttackCard> cardFactory) => (Instantiate(Resources.Load <CommonBattelScene>($"BattleScene/CommonBattelScene")).Initialize(battelData, player, battelFieldFactory, cardFactory) as CommonBattelScene) .Build();
[HideInInspector] public bool isEnemyCameOut = false; // Враг вышел из боя(досрочно) Ему будет засчитано поражение(если isStartBattel = true) public static RatingBattelScene CreatPrefab(IBattel battelData, IUserData player, DeckBattleSelector deckBattleSelector, BattelFieldFactory battelFieldFactory, ICardFactory <IAttackCard> cardFactory) => (Instantiate(Resources.Load <RatingBattelScene>($"BattleScene/RatingBattelScene")).Initialize(battelData, player, battelFieldFactory, cardFactory) as RatingBattelScene) .Build(deckBattleSelector);