public LevelSection(IPlayArea playArea, ITransition endSection) { LeftEdge = endSection.LeftEdge; RightEdge = playArea.RightTerrainEdge; PlayArea = playArea; EndSection = endSection; }
public AttackResolver(ILogger logger, ICreatureRegistry creatureRegistry, IPlayArea playArea, ICombatSimulator combatSimulator) { _logger = logger; _creatureRegistry = creatureRegistry; _playArea = playArea; _combatSimulator = combatSimulator; }
public CombatSimulator(ICombatRegistry combatRegistry, IDiceRoller diceRoller, IPlayArea playArea, IMessageDispatcher messageDispatcher, IItemSpawner itemSpawner) { _combatRegistry = combatRegistry; _diceRoller = diceRoller; _playArea = playArea; _messageDispatcher = messageDispatcher; _itemSpawner = itemSpawner; }
public MovementResolver(ILogger logger, ICreatureRegistry creatureRegistry, IPlayArea playArea, ICombatRegistry combatRegistry, IMessageDispatcher messageDispatcher) { _logger = logger; _creatureRegistry = creatureRegistry; _playArea = playArea; _combatRegistry = combatRegistry; _messageDispatcher = messageDispatcher; }
public CreatureSpawner(IPlayArea playArea, ICreatureFactory creatureFactory, ICreatureRegistry creatureRegistry, IAutonomousFactory autonomousFactory, IAutonomousRegistry autonomousRegistry, IRecipientRegistry recipientRegistry) { _playArea = playArea; _creatureFactory = creatureFactory; _creatureRegistry = creatureRegistry; _autonomousFactory = autonomousFactory; _autonomousRegistry = autonomousRegistry; _recipientRegistry = recipientRegistry; }
public PreparationUnitFactory(PreparationUnitController.Factory preparationUnitControllerFactory, PreparationUnitModel.Factory preparationUnitModelFactory, IViewFactory <PreparationUnitView> preparationUnitViewFactory, [Inject(Id = PlayArea.Bench)] IPlayArea benchModel) { _preparationUnitControllerFactory = preparationUnitControllerFactory; _preparationUnitModelFactory = preparationUnitModelFactory; _preparationUnitViewFactory = preparationUnitViewFactory; _benchModel = benchModel; }
public PreparationUnitModel(int id, [Inject(Id = PlayArea.Bench)] IPlayArea benchModel, [Inject(Id = PlayArea.Board)] IPlayArea boardModel, IBoardPreparationUnitPool boardPool, IBenchPreparationUnitPool benchPool) { Id = id; _benchModel = benchModel; _boardModel = boardModel; _boardPool = boardPool; _benchPool = benchPool; IsOnBoard = false; _position = new ReactiveProperty <Vector2Int>(); }
public GameServer(ILogger logger, ISocketServer socketServer, IActionResolver actionResolver, IPlayArea playArea, ICreatureRegistry creatureRegistry, GameConfiguration gameConfiguration, IMapper mapper, ICooldownRegistry cooldownRegistry, ICombatRegistry combatRegistry, IAutonomousRegistry autonomousRegistry, IUserRepository userRepository) { _socketServer = socketServer; _actionResolver = actionResolver; _playArea = playArea; _creatureRegistry = creatureRegistry; _gameConfiguration = gameConfiguration; _mapper = mapper; _cooldownRegistry = cooldownRegistry; _combatRegistry = combatRegistry; _autonomousRegistry = autonomousRegistry; _userRepository = userRepository; }
public LootAllResolver(ILogger logger, ICreatureRegistry creatureRegistry, IPlayArea playArea) { _logger = logger; _creatureRegistry = creatureRegistry; _playArea = playArea; }
public ItemSpawner(IPlayArea playArea, IPotionFactory potionFactory) { _playArea = playArea; _potionFactory = potionFactory; }
public PremadeCharacterSpawner(IWeaponFactory weaponFactory, IPlayArea playArea, ICreatureRegistry creatureRegistry) { _weaponFactory = weaponFactory; _playArea = playArea; _creatureRegistry = creatureRegistry; }