/// <summary> /// Этот метод дёргать когда надо закончить стадию при выполнении условия. /// </summary> /// <param name="condition">условие завершения</param> protected void FinishStage(Func <bool> condition, IGameStateEntity entity) { if (condition.Invoke()) { FinishStage(entity); } }
public bool AddEntity(IGameStateEntity entity) { if (entity == GameStateEntity.Empty) { return(true); } _entitiesContainer[entity.GetType()] = entity; return(true); }
public GameStateUseCase(IGameStateEntity gameStateEntity, IGameStateModel gameStateModel) { _gameStateEntity = gameStateEntity; _gameStateModel = gameStateModel; }
public IGameStateModel Translate(IGameStateEntity entity) { return(new GameStateModel(entity.RemainingTime)); }
private void OnCancelStage(object source, IGameStateEntity entity) { OnCompleteStage(source, entity); }