Example #1
0
 public static TriggerLogic CreateClient(BattleAccessor _battle, FormulaLogic _formula)
 {
     return(new TriggerLogic
     {
         _battle = _battle,
         _formula = _formula,
     }
            );
 }
Example #2
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 public UnitImpactExpExecutor(ImpactController logic, FormulaController formula, ContextLogic context, UnitsAccessor units, PlayerAccessor player, BattleAccessor battle)
 {
     _formula = formula;
     _logic   = logic;
     _units   = units;
     _context = context;
     _battle  = battle;
     _player  = player;
 }
Example #3
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 public static ContextLogic CreateClient(BattleAccessor _battleAccessor, UnitsAccessor _unitAccessor)
 {
     return(new ContextLogic
     {
         _battleAccessor = _battleAccessor,
         _unitAccessor = _unitAccessor,
     }
            );
 }
Example #4
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 public static ScorersLogic CreateClient(BattleAccessor _battle, ScorersAccessor _scorers, ExplorerAccessor _explorer)
 {
     return(new ScorersLogic
     {
         _battle = _battle,
         _scorers = _scorers,
         _explorer = _explorer,
     }
            );
 }
Example #5
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 public static BuffLogic CreateClient(BattleAccessor _accessor, ContextLogic _contextLogic, ApplyChangeLogic _logic)
 {
     return(new BuffLogic
     {
         _accessor = _accessor,
         _contextLogic = _contextLogic,
         _logic = _logic,
     }
            );
 }
Example #6
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 public ImpactUnitAddExecutor(ImpactController impact, ContextLogic context, BattleLogic logic, FormulaController formula, UnitsAccessor units, ExplorerAccessor explorer, SettingsAccessor settings, BattleAccessor battle)
 {
     _impact   = impact;
     _context  = context;
     _formula  = formula;
     _settings = settings;
     _explorer = explorer;
     _units    = units;
     _battle   = battle;
     _logic    = logic;
 }
 public void InitData(IBattleStateClient client, BattleAccessor accessor, ChangeStorage storage)
 {
     _storage  = storage;
     _accessor = accessor;
     client.Data.Subscribe(x =>
     {
         _Data = new Emulate_IBattleStateData();
         if (x != null)
         {
             _Data.InitData(x, storage);
         }
     }
                           ).AddTo(_disposables);
 }
Example #8
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 public static BattleModule CreateClient(BattleAccessor _battle, ExplorerAccessor _explorer, UnitsAccessor _units, ContextLogic _contextLogic, ImpactController _impactLogic, TriggerLogic _triggerLogic, BattleLogic _battleLogic, BuffLogic _buffLogic)
 {
     return(new BattleModule
     {
         _battle = _battle,
         _explorer = _explorer,
         _units = _units,
         _contextLogic = _contextLogic,
         _impactLogic = _impactLogic,
         _triggerLogic = _triggerLogic,
         _battleLogic = _battleLogic,
         _buffLogic = _buffLogic,
     }
            );
 }
Example #9
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 public InternalAccessors(LogicData LogicData, IStateFactory factory)
 {
     Factory             = factory;
     ConditionController = new ConditionController();
     FormulaController   = new FormulaController();
     AchievementAccessor = new AchievementAccessor();
     BattleAccessor      = new BattleAccessor();
     CutSceneAccessor    = new CutSceneAccessor();
     ExplorerAccessor    = new ExplorerAccessor();
     InventoryAccessor   = new InventoryAccessor();
     LogAccessor         = new LogAccessor();
     LogAccessor.Data    = LogicData;
     PlayerAccessor      = new PlayerAccessor();
     ScorersAccessor     = new ScorersAccessor();
     SettingsAccessor    = new SettingsAccessor();
     ShopAccessor        = new ShopAccessor();
     UnitsAccessor       = new UnitsAccessor();
 }
Example #10
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 public FormulaUnitParamCalculator(FormulaController formula, ContextLogic context, BattleAccessor battle, UnitsAccessor units, PlayerAccessor player)
 {
     _formula = formula;
     _player  = player;
     _context = context;
     _units   = units;
     _battle  = battle;
 }
Example #11
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 public ConditionUnitMobChecker(ContextLogic context, BattleAccessor battle)
 {
     _battle  = battle;
     _context = context;
 }
Example #12
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 public ConditionUnitMostHpChecker(ContextLogic logic, FormulaController formula, BattleAccessor battle, UnitsAccessor units)
 {
     _battle  = battle;
     _units   = units;
     _formula = formula;
     _logic   = logic;
 }
 public ConditionUnitChecker(ConditionController logic, ContextLogic contextLogic, BattleAccessor battle, UnitsAccessor units)
 {
     _contextLogic = contextLogic;
     _units        = units;
     _battle       = battle;
     _logic        = logic;
 }
 public ConditionChecker(ConditionController logic, ContextLogic context, BattleAccessor battle)
 {
     _logic   = logic;
     _context = context;
     _battle  = battle;
 }
 public UnitImpactLeaveExecutor(ContextLogic context, BattleAccessor battle)
 {
     _context = context;
     _battle  = battle;
 }
 public UnitImpactBuffTypeExecutor(ImpactController impacts, ContextLogic context, FormulaLogic logic, BuffLogic buffs, BattleAccessor battle)
 {
     _impacts = impacts;
     _context = context;
     _buffs   = buffs;
     _logic   = logic;
     _battle  = battle;
 }
 public ImpactSetTargetExecutor(ApplyChangeLogic logic, ContextLogic context, BattleAccessor accessor)
 {
     _accessor = accessor;
     _logic    = logic;
     _context  = context;
 }
Example #18
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 public static ConditionLogic CreateClient(InventoryAccessor _inventoryAccessor, ScorersAccessor _scorersAccessor, PlayerAccessor _profileAccessor, UnitsAccessor _unitAccessor, BattleAccessor _battleAccessor, ExplorerAccessor _explorerAccessor, SettingsAccessor _settingsAccessor, AchievementAccessor _achievementAccessor, FormulaLogic _formulaLogic, ContextLogic _contextLogic, ScorersLogic _scorerLogic, LogicData _data, ConditionController _controller)
 {
     return(new ConditionLogic
     {
         _inventoryAccessor = _inventoryAccessor,
         _scorersAccessor = _scorersAccessor,
         _profileAccessor = _profileAccessor,
         _unitAccessor = _unitAccessor,
         _battleAccessor = _battleAccessor,
         _explorerAccessor = _explorerAccessor,
         _settingsAccessor = _settingsAccessor,
         _achievementAccessor = _achievementAccessor,
         _formulaLogic = _formulaLogic,
         _contextLogic = _contextLogic,
         _scorerLogic = _scorerLogic,
         _data = _data,
         _controller = _controller,
     }
            );
 }
Example #19
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 public static ExplorerProgressModule CreateClient(ExplorerAccessor _explorer, InventoryAccessor _inventory, UnitsAccessor _units, SettingsAccessor _settings, ScorersAccessor _scorers, BattleAccessor _battle, ExplorerLogic _explorerLogic, FormulaLogic _formula, ImpactController _impactLogic)
 {
     return(new ExplorerProgressModule
     {
         _explorer = _explorer,
         _inventory = _inventory,
         _units = _units,
         _settings = _settings,
         _scorers = _scorers,
         _battle = _battle,
         _explorerLogic = _explorerLogic,
         _formula = _formula,
         _impactLogic = _impactLogic,
     }
            );
 }
Example #20
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 public TriggerBuffChecker(FormulaLogic formula, BattleAccessor battle)
 {
     _battle  = battle;
     _formula = formula;
 }
 public TriggerInflienceChecker(BattleAccessor accessor)
 {
     _accessor = accessor;
 }
Example #22
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 public static FormulaLogic CreateClient(ContextLogic _contextLogic, ScorersAccessor _scorers, UnitsAccessor _units, BattleAccessor _battle, ExplorerAccessor _explorer, LogicData _data, PlayerAccessor _player, SettingsAccessor _settings, ConditionController _controller, FormulaController _formula, ScorersLogic _scorerLogic)
 {
     return(new FormulaLogic
     {
         _contextLogic = _contextLogic,
         _scorers = _scorers,
         _units = _units,
         _battle = _battle,
         _explorer = _explorer,
         _data = _data,
         _player = _player,
         _settings = _settings,
         _controller = _controller,
         _formula = _formula,
         _scorerLogic = _scorerLogic,
     }
            );
 }
 public ImpactManaExecutor(FormulaLogic logic, ExplorerAccessor explorer, ScorersAccessor scorers, BattleAccessor battle, SettingsAccessor settings)
 {
     _logic    = logic;
     _scorers  = scorers;
     _battle   = battle;
     _explorer = explorer;
     _settings = settings;
 }
 public ImpactFinishBattleExecutor(BattleAccessor accessor)
 {
     _battleAccessor = accessor;
 }
Example #25
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 public TriggerHpChecker(FormulaLogic formula, BattleAccessor accessor)
 {
     _formula  = formula;
     _accessor = accessor;
 }
Example #26
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 public ConditionUnitBuffTypeChecker(ContextLogic context, FormulaLogic formula, BattleAccessor battle)
 {
     _battle  = battle;
     _context = context;
     _formula = formula;
 }
Example #27
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 public static BattleLogic CreateClient(ApplyChangeLogic _manager, ContextLogic _context, ConditionLogic _condition, FormulaController _formula, BattleAccessor _battle, ScorersAccessor _scorers, UnitsAccessor _units, ExplorerAccessor _explorer, SettingsAccessor _settings)
 {
     return(new BattleLogic
     {
         _manager = _manager,
         _context = _context,
         _condition = _condition,
         _formula = _formula,
         _battle = _battle,
         _scorers = _scorers,
         _units = _units,
         _explorer = _explorer,
         _settings = _settings,
     }
            );
 }
 public UnitImpactSummonExecutor(ContextLogic contextLogic, BattleAccessor battle, BattleLogic battleLogic)
 {
     _contextLogic = contextLogic;
     _battleLogic  = battleLogic;
     _battle       = battle;
 }
Example #29
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 public static UnitProgressModule CreateClient(UnitsAccessor _units, ScorersAccessor _scorers, BattleAccessor _battle, FormulaLogic _formuls, PlayerAccessor _player, ImpactController _impact)
 {
     return(new UnitProgressModule
     {
         _units = _units,
         _scorers = _scorers,
         _battle = _battle,
         _formuls = _formuls,
         _player = _player,
         _impact = _impact,
     }
            );
 }
Example #30
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 public static ImpactLogic CreateClient(ScorersAccessor _scorers, PlayerAccessor _player, InventoryAccessor _inventory, ExplorerAccessor _explorer, UnitsAccessor _units, BattleAccessor _battle, SettingsAccessor _settings, AchievementAccessor _achievement, BattleLogic _battleLogic, FormulaLogic _formulaLogic, ConditionController _condition, ApplyChangeLogic _applyChangeLogic, BuffLogic _buff, ScorersLogic _scorersLogic, ContextLogic _contextLogic, ImpactController _impactController, LogicData _data)
 {
     return(new ImpactLogic
     {
         _scorers = _scorers,
         _player = _player,
         _inventory = _inventory,
         _explorer = _explorer,
         _units = _units,
         _battle = _battle,
         _settings = _settings,
         _achievement = _achievement,
         _battleLogic = _battleLogic,
         _formulaLogic = _formulaLogic,
         _condition = _condition,
         _applyChangeLogic = _applyChangeLogic,
         _buff = _buff,
         _scorersLogic = _scorersLogic,
         _contextLogic = _contextLogic,
         _impactController = _impactController,
         _data = _data,
     }
            );
 }