public static TriggerLogic CreateClient(BattleAccessor _battle, FormulaLogic _formula) { return(new TriggerLogic { _battle = _battle, _formula = _formula, } ); }
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; }
public static ContextLogic CreateClient(BattleAccessor _battleAccessor, UnitsAccessor _unitAccessor) { return(new ContextLogic { _battleAccessor = _battleAccessor, _unitAccessor = _unitAccessor, } ); }
public static ScorersLogic CreateClient(BattleAccessor _battle, ScorersAccessor _scorers, ExplorerAccessor _explorer) { return(new ScorersLogic { _battle = _battle, _scorers = _scorers, _explorer = _explorer, } ); }
public static BuffLogic CreateClient(BattleAccessor _accessor, ContextLogic _contextLogic, ApplyChangeLogic _logic) { return(new BuffLogic { _accessor = _accessor, _contextLogic = _contextLogic, _logic = _logic, } ); }
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); }
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, } ); }
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(); }
public FormulaUnitParamCalculator(FormulaController formula, ContextLogic context, BattleAccessor battle, UnitsAccessor units, PlayerAccessor player) { _formula = formula; _player = player; _context = context; _units = units; _battle = battle; }
public ConditionUnitMobChecker(ContextLogic context, BattleAccessor battle) { _battle = battle; _context = context; }
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; }
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, } ); }
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, } ); }
public TriggerBuffChecker(FormulaLogic formula, BattleAccessor battle) { _battle = battle; _formula = formula; }
public TriggerInflienceChecker(BattleAccessor accessor) { _accessor = accessor; }
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; }
public TriggerHpChecker(FormulaLogic formula, BattleAccessor accessor) { _formula = formula; _accessor = accessor; }
public ConditionUnitBuffTypeChecker(ContextLogic context, FormulaLogic formula, BattleAccessor battle) { _battle = battle; _context = context; _formula = formula; }
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; }
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, } ); }
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, } ); }