public void Construct(IBeatmapObjectCallbackController beatmapObjectCallbackController, LightWithIdManager lightWithIdManager, ColorScheme colorScheme) { _beatmapObjectCallbackController = beatmapObjectCallbackController; _lightWithIdManager = lightWithIdManager; _colorScheme = colorScheme; }
public BSEvents(BeatmapObjectManager beatmapObjectManager, GameEnergyCounter gameEnergyCounter, GameplayCoreSceneSetupData gameplayCoreSceneSetupData, ObstacleSaberSparkleEffectManager obstacleSaberSparkleEffectManager, ScoreController scoreController, PlayerDataModel playerDataModel, PrepareLevelCompletionResults prepareLevelCompletionResults, IBeatmapObjectCallbackController beatmapObjectCallbackController, IDifficultyBeatmap difficultyBeatmap) { _beatmapObjectManager = beatmapObjectManager; _gameEnergyCounter = gameEnergyCounter; _gameplayCoreSceneSetupData = gameplayCoreSceneSetupData; _obstacleSaberSparkleEffectManager = obstacleSaberSparkleEffectManager; _scoreController = scoreController; _playerDataModel = playerDataModel; _prepareLevelCompletionResults = prepareLevelCompletionResults; _beatmapObjectCallbackController = beatmapObjectCallbackController; _difficultyBeatmap = difficultyBeatmap; }
public void Construct(MaterialSwapper materialSwapper, [InjectOptional] IBeatmapObjectCallbackController beatmapObjectCallbackController) { _materialSwapper = materialSwapper; _beatmapObjectCallbackController = beatmapObjectCallbackController; }
public void Construct([InjectOptional] IBeatmapObjectCallbackController beatmapObjectCallbackController) { _beatmapObjectCallbackController = beatmapObjectCallbackController; }