public EditEnemyView(Pool pool, IViewService viewService, IEnemyService enemyService) : base("EditorView/Enemy/EditEnemyView") { this.pool = pool; this.viewService = viewService; this.enemyService = enemyService; }
public CharacterServiceTests() { var services = new ServiceCollection(); services.AddDbContext <ApplicationDbContext>(options => options.UseInMemoryDatabase(Guid.NewGuid().ToString()).UseLazyLoadingProxies()); services.AddScoped <ICharacterService, CharacterService>(); services.AddScoped <IInventoryItemService, InventoryItemService>(); services.AddScoped <IInventoryService, InventoryService>(); services.AddScoped <IItemService, ItemService>(); services.AddScoped <ILocationService, LocationService>(); services.AddScoped <IQuestService, QuestService>(); services.AddScoped <IEnemyService, EnemyService>(); services.AddScoped <IStatsService, StatsService>(); this.provider = services.BuildServiceProvider(); this.context = provider.GetService <ApplicationDbContext>(); this.characterService = provider.GetService <ICharacterService>(); this.inventoryItemService = provider.GetService <IInventoryItemService>(); this.inventoryService = provider.GetService <IInventoryService>(); this.itemService = provider.GetService <IItemService>(); this.locationService = provider.GetService <ILocationService>(); this.questService = provider.GetService <IQuestService>(); this.enemyService = provider.GetService <IEnemyService>(); this.statsService = provider.GetService <IStatsService>(); }
public GameController( Game game, ICollisionDetectionService collisionDetectionService, IPlayerService playerService, IEnemyService enemyService, IInputService inputService, IHeadUpDisplayService headUpDisplayService, ITerrainService terrainService, IAudioService audioService) : base(game) { this.game = game; this.collisionDetectionService = collisionDetectionService; this.playerService = playerService; this.enemyService = enemyService; this.inputService = inputService; this.headUpDisplayService = headUpDisplayService; this.terrainService = terrainService; this.audioService = audioService; this.inputService.AnalogPauseChanged += delegate { this.isGamePaused = !this.isGamePaused; }; this.inputService.PauseChanged += delegate { this.isGamePaused = !this.isGamePaused; }; this.fadeEffect = "FadeIn"; }
public EnemyFactory(IEnemyService _enemyService, IPathService _pathService, IGameService _gameService, SignalBus _signalBus) { gameService = _gameService; pathService = _pathService; enemyService = _enemyService; signalBus = _signalBus; }
public LevelService(FixedBlocks fixedBlockPrefab, BreakableBlocks breakableBlockPrefab, IEnemyService enemyService, IPlayerService playerService) { this.playerService = playerService; this.playerService.SetLevelService(this); levelController = new LevelController(fixedBlockPrefab, breakableBlockPrefab, enemyService, playerService, this); }
public DogsEnemyController(IEnemyService _enemyService, IPathService _pathService, IGameService _gameService, SignalBus _signalBus, Vector3 _spawnLocation, EnemyScriptableObject _enemyScriptableObject, int currentNodeID, Directions spawnDirection, bool _hasShield) : base(_enemyService, _pathService, _gameService, _spawnLocation, _enemyScriptableObject, currentNodeID, spawnDirection, _hasShield) { enemyType = EnemyType.DOGS; signalBus = _signalBus; newDirection = spawnDirection; signalBus.Subscribe <NewDogDestinationSignal>(ChangeDestination); }
public EditLevelView(Pool pool, ILevelService levelService, IViewService viewService, IPathService pathService, IEnemyService enemyService) : base("EditorView/Level/EditLevelView") { this.pool = pool; this.levelService = levelService; this.viewService = viewService; EditLevelView.pathService = pathService; EditLevelView.enemyService = enemyService; }
// Start is called before the first frame update void Start() { uiController.SetServiceManager(this); playerService = new PlayerService(playerPrefab, bombPrefab, this); enemyService = new EnemyService(enemyPrefab, this); levelService = new LevelService(fixedBlock, breableBlock, enemyService, playerService); enemyService.SetLevelService(levelService); levelService.GenerateLevel(); }
public CollisionDetectionService( Game game, IPlayerService playerService, IEnemyService enemyService, ITerrainService terrainService) : base(game) { this.playerService = playerService; this.enemyService = enemyService; this.terrainService = terrainService; }
public AccountServiceTests() { var services = new ServiceCollection(); services.AddDbContext <ApplicationDbContext>(options => options.UseInMemoryDatabase(Guid.NewGuid().ToString()).UseLazyLoadingProxies()); services.AddIdentity <Player, IdentityRole>(options => { //for now options.SignIn.RequireConfirmedEmail = false; options.Password.RequiredLength = UserConstants.PasswordMinLength; options.Password.RequireNonAlphanumeric = false; options.Password.RequireLowercase = false; options.Password.RequireUppercase = false; options.Password.RequireDigit = false; options.Lockout.MaxFailedAccessAttempts = 3; //Lockout time-а нарочно е малко ;) options.Lockout.DefaultLockoutTimeSpan = TimeSpan.FromSeconds(10); }) //.AddDefaultUI() .AddDefaultTokenProviders() .AddEntityFrameworkStores <ApplicationDbContext>(); services.AddScoped <SignInManager <Player>, SignInManager <Player> >(); services.AddScoped <RoleManager <IdentityRole>, RoleManager <IdentityRole> >(); services.AddScoped <IAccountService, AccountService>(); services.AddScoped <ICharacterService, CharacterService>(); services.AddScoped <IInventoryItemService, InventoryItemService>(); services.AddScoped <IInventoryService, InventoryService>(); services.AddScoped <IItemService, ItemService>(); services.AddScoped <IQuestService, QuestService>(); services.AddScoped <IEnemyService, EnemyService>(); services.AddScoped <IStatsService, StatsService>(); this.provider = services.BuildServiceProvider(); this.context = provider.GetService <ApplicationDbContext>(); this.signInManager = provider.GetService <SignInManager <Player> >(); this.roleManager = provider.GetService <RoleManager <IdentityRole> >(); this.accountService = provider.GetService <IAccountService>(); this.characterService = provider.GetService <ICharacterService>(); this.inventoryItemService = provider.GetService <IInventoryItemService>(); this.inventoryService = provider.GetService <IInventoryService>(); this.itemService = provider.GetService <IItemService>(); this.questService = provider.GetService <IQuestService>(); this.enemyService = provider.GetService <IEnemyService>(); this.statsService = provider.GetService <IStatsService>(); }
public LevelController(FixedBlocks fixedBlockPrefab, BreakableBlocks breakableBlockPrefab, IEnemyService enemyService, IPlayerService playerService , LevelService levelService) { this.playerService = playerService; this.enemyService = enemyService; this.levelService = levelService; this.fixedBlockPref = fixedBlockPrefab; this.breakableBlockPref = breakableBlockPrefab; gridWidth = (int)ServiceManager.singleton.gridSize.x; gridHeight = (int)ServiceManager.singleton.gridSize.y; enemyCount = ServiceManager.singleton.enemyCount; ServiceManager.singleton.restartGame += RestartGame; }
public EnemyController(IEnemyService _enemyService, IPathService _pathService, IGameService _gameService, Vector3 _spawnLocation, EnemyScriptableObject _enemyScriptableObject, int _currentNodeID, Directions _spawnDirection, bool _hasShield) { currentEnemyService = _enemyService; spawnLocation = _spawnLocation; enemyScriptableObject = _enemyScriptableObject; pathService = _pathService; spawnDirection = _spawnDirection; currentNodeID = _currentNodeID; gameService = _gameService; hasShield = _hasShield; stateMachine = new EnemyStateMachine(); SpawnEnemyView(); PopulateDirectionList(); }
public EnemyServiceTests() { var services = new ServiceCollection(); services.AddDbContext <ApplicationDbContext>(options => options.UseInMemoryDatabase(Guid.NewGuid().ToString()).UseLazyLoadingProxies()); services.AddScoped <IEnemyService, EnemyService>(); services.AddScoped <IStatsService, StatsService>(); this.provider = services.BuildServiceProvider(); this.context = provider.GetService <ApplicationDbContext>(); this.enemyService = provider.GetService <IEnemyService>(); this.statsService = provider.GetService <IStatsService>(); }
public GuardWithTorchEnemyController(IEnemyService _enemyService, IPathService _pathService, IGameService _gameService, Vector3 _spawnLocation, EnemyScriptableObject _enemyScriptableObject, int currentNodeID, Directions spawnDirection, bool _hasShield) : base(_enemyService, _pathService, _gameService, _spawnLocation, _enemyScriptableObject, currentNodeID, spawnDirection, _hasShield) { enemyType = EnemyType.GUARD_TORCH; }
public QuestService(ApplicationDbContext context, IEnemyService enemyService) { this.context = context; this.enemyService = enemyService; }
private void createServices() { timeService = new TimeService(); eventService = new EventService(); uiFactoryService = new UIFactoryService(); wwwService = new FakeWwwService();//controller.GameObject.AddComponent<WwwService>(); viewService = new ViewService(eventService, uiFactoryService); loadService = new LoadService(eventService); gameService = new GameService(pool, viewService); pathService = new PathService(pool, wwwService, eventService); levelService = new LevelService(wwwService, eventService); enemyService = new EnemyService(pool, wwwService, eventService); bonusService = new BonusService(pool, wwwService, eventService); difficultyService = new DifficultyService(pool, wwwService, eventService); infoService = new InfoService(viewService, uiFactoryService, eventService); settingsService = new SettingsService(pool); translationService = new TranslationService(settingsService); languageService = new LanguageService(wwwService, eventService); analyticsService = new AnalyticsService(settingsService); shipService = new ShipService(timeService, eventService); gamerService = new GamerService(eventService); currencyService = new CurrencyService(eventService, gamerService); iapService = new IAPService(eventService); adService = new AdService(currencyService); shopService = new ShopService(currencyService, eventService, iapService); updateables.Add(infoService); }
public RotatingKnifeEnemyController(IEnemyService _enemyService, IPathService _pathService, IGameService _gameService, Vector3 _spawnLocation, EnemyScriptableObject _enemyScriptableObject, int currentNodeID, Directions spawnDirection, bool _hasShield) : base(_enemyService, _pathService, _gameService, _spawnLocation, _enemyScriptableObject, currentNodeID, spawnDirection, _hasShield) { enemyType = EnemyType.ROTATING_KNIFE; }
public SniperEnemyController(IEnemyService _enemyService, IPathService _pathService, IGameService _gameService, Vector3 _spawnLocation, EnemyScriptableObject _enemyScriptableObject, int currentNodeID, Directions spawnDirection, bool _hasShield) : base(_enemyService, _pathService, _gameService, _spawnLocation, _enemyScriptableObject, currentNodeID, spawnDirection, _hasShield) { enemyType = EnemyType.SNIPER; }
private void ComposeServices() { this.terrainService = new TerrainService( this); this.headUpDisplayService = new HeadUpDisplayService( this); this.audioService = new AudioService( this); this.enemyFactory = new EnemyFactory( this, terrainService); this.enemyService = new EnemyService( this, enemyFactory); this.playerFactory = new PlayerFactory( this); this.inputService = new InputService( this); this.playerService = new PlayerService( this, inputService, audioService, playerFactory, terrainService); this.collisionDetectionService = new CollisionDetectionService( this, playerService, enemyService, terrainService); this.gameController = new GameController( this, collisionDetectionService, playerService, enemyService, inputService, headUpDisplayService, terrainService, audioService); try { var consoleAssembly = Assembly.Load("SpaceFighter.Console"); var consoleServiceType = consoleAssembly.GetType("SpaceFighter.Console.ConsoleService"); var consoleService = Activator.CreateInstance(consoleServiceType, this); this.Components.Add(consoleService as IGameComponent); } catch(FileNotFoundException) { // No console support available } }
public BiDirectionalEnemyController(IEnemyService _enemyService, IPathService _pathService, IGameService _gameService, Vector3 _spawnLocation, EnemyScriptableObject _enemyScriptableObject, int currentNodeID, Directions spawnDirection, bool _hasShield) : base(_enemyService, _pathService, _gameService, _spawnLocation, _enemyScriptableObject, currentNodeID, spawnDirection, _hasShield) { enemyType = EnemyType.BIDIRECTIONAL; SetSecondDirection(); }
public async Task InvokeAsync(HttpContext context, IAccountService accountService, IItemService itemService, ILocationService locationService, IEnemyService enemyService, IQuestService questService) { await accountService.SeedRolesAsync(); await accountService.SeedAdminAsync(); await itemService.SeedItemsAsync(); await locationService.SeedLocationsAsync(); await enemyService.SeedEnemiesAsync(); await questService.SeedQuestsAsync(); await this.next(context); }
public CircularCopEnemyController(IEnemyService _enemyService, IPathService _pathService, IGameService _gameService, Vector3 _spawnLocation, EnemyScriptableObject _enemyScriptableObject, int currentNodeID, Directions spawnDirection, bool _hasShield) : base(_enemyService, _pathService, _gameService, _spawnLocation, _enemyScriptableObject, currentNodeID, spawnDirection, _hasShield) { enemyType = EnemyType.CIRCULAR_COP; }