Example #1
0
 public EatItemAction(GameEntity entity, float energyCost, GameEntity foodItemToEat,
                      IActionEffectFactory actionEffectFactory, IPositionEffectPresenter positionEffectPresenter)
     : base(entity, energyCost, actionEffectFactory)
 {
     _positionEffectPresenter = positionEffectPresenter;
     _foodItemToEat           = foodItemToEat;
 }
Example #2
0
 public ReceiveDamageSystem(IContext <GameEntity> context, IDeathHandler deathHandler, IUiFacade uiFacade,
                            IAggressionTriggerer aggressionTriggerer, IPositionEffectPresenter positionEffectPresenter) : base(context)
 {
     _deathHandler            = deathHandler;
     _uiFacade                = uiFacade;
     _aggressionTriggerer     = aggressionTriggerer;
     _positionEffectPresenter = positionEffectPresenter;
 }
Example #3
0
 public ShoutWarningAction(GameEntity entity, float energyCost, IBroadcastStimulusSender broadcastStimulusSender,
                           IGameConfig gameConfig, IPositionEffectPresenter positionEffectPresenter, IActionEffectFactory actionEffectFactory)
     : base(entity, energyCost, actionEffectFactory)
 {
     _broadcastStimulusSender = broadcastStimulusSender;
     _gameConfig = gameConfig;
     _positionEffectPresenter = positionEffectPresenter;
 }
Example #4
0
        public DeathHandler(IUiFacade uiFacade, IViewCreator viewCreator, IGameConfig gameConfig, IPositionEffectPresenter positionEffectPresenter, IOsnowaContextManager contextManager)
        {
            _uiFacade    = uiFacade;
            _viewCreator = viewCreator;
            _gameConfig  = gameConfig;

            _positionEffectPresenter = positionEffectPresenter;
            _contextManager          = contextManager;
        }
Example #5
0
 public DropAction(GameEntity entity, float energyCost, GameEntity itemToDrop, IActionEffectFactory actionEffectFactory, IFirstPlaceInAreaFinder firstPlaceInAreaFinder, IEntityDetector entityDetector, IGameConfig gameConfig, IUiFacade uiFacade, IPositionEffectPresenter positionEffectPresenter)
     : base(entity, energyCost, actionEffectFactory)
 {
     _itemToDrop             = itemToDrop;
     _firstPlaceInAreaFinder = firstPlaceInAreaFinder;
     _entityDetector         = entityDetector;
     _gameConfig             = gameConfig;
     _uiFacade = uiFacade;
     _positionEffectPresenter = positionEffectPresenter;
 }
Example #6
0
        public EnvironmentPresenter(ISceneContext sceneContext, IPositionEffectPresenter positionEffectPresenter,
                                    IEntityDetector entityDetector, ITilePresenter tilePresenter, IGameConfig gameConfig,
                                    IGrid gipGrid, GameContext context)
        {
            _sceneContext = sceneContext;

            _positionEffectPresenter = positionEffectPresenter;
            _entityDetector          = entityDetector;
            _tilePresenter           = tilePresenter;
            _gameConfig = gameConfig;
            _grid       = gipGrid;
            _context    = context;

            _positionEffectsShown   = new List <PositionEffect>();
            _defaultUnseenMaskAlpha = _sceneContext.UnseenMaskTilemap.color.a;
        }
Example #7
0
 public PostHeartbeatSystem(IEntityDetector entityDetector, IGameConfig gameConfig,
                            ICalculatedAreaAccessor calculatedAreaAccessor, IStimulusReceiver stimulusReceiver, IPathfinder pathfinder,
                            IBroadcastStimulusSender broadcastStimulusSender, IPositionEffectPresenter positionEffectPresenter,
                            GameContext context, IFriendshipResolver friendshipResolver,
                            IUiFacade uiFacade, IOsnowaContextManager contextManager)
     : base(context)
 {
     _entityDetector          = entityDetector;
     _gameConfig              = gameConfig;
     _calculatedAreaAccessor  = calculatedAreaAccessor;
     _stimulusReceiver        = stimulusReceiver;
     _pathfinder              = pathfinder;
     _broadcastStimulusSender = broadcastStimulusSender;
     _positionEffectPresenter = positionEffectPresenter;
     _friendshipResolver      = friendshipResolver;
     _uiFacade       = uiFacade;
     _contextManager = contextManager;
     _context        = context;
 }
Example #8
0
 public ActivityCreationContext(INavigator navigator, IRandomNumberGenerator rng, IActionFactory actionFactory, ISceneContext sceneContext,
                                IExampleContextManager contextManager, IGameConfig gameConfig, IEntityDetector entityDetector, ICalculatedAreaAccessor calculatedAreaAccessor,
                                IUiFacade uiFacade, IRasterLineCreator rasterLineCreator, IPositionEffectPresenter positionEffectPresenter,
                                IFriendshipResolver friendshipResolver, GameContext context)
 {
     Navigator               = navigator;
     Rng                     = rng;
     ActionFactory           = actionFactory;
     SceneContext            = sceneContext;
     ContextManager          = contextManager;
     GameConfig              = gameConfig;
     EntityDetector          = entityDetector;
     CalculatedAreaAccessor  = calculatedAreaAccessor;
     UiFacade                = uiFacade;
     RasterLineCreator       = rasterLineCreator;
     PositionEffectPresenter = positionEffectPresenter;
     FriendshipResolver      = friendshipResolver;
     Context                 = context;
 }
Example #9
0
 public ActionFactory(IGrid grid, IActionEffectFactory actionEffectFactory, IUnityGridInfoProvider unityGridInfoProvider, IPositionEffectPresenter positionEffectPresenter, IRandomNumberGenerator randomNumberGenerator, IDeathHandler deathHandler, ISceneContext sceneContext, IGameConfig gameConfig, IViewCreator viewCreator, ITileMatrixUpdater tileMatrixUpdater, IFirstPlaceInAreaFinder firstPlaceInAreaFinder, IBroadcastStimulusSender stimulusBroadcaster, IEntityDetector entityDetector, LoadViewSystem loadViewSystem, IUiFacade uiFacade, IOsnowaContextManager contextManager, IEntityViewBehaviourInitializer entityViewBehaviourInitializer, IAggressionTriggerer aggressionTriggerer, IEntityGenerator entityGenerator, ReactiveFeature reactiveFeature)
 {
     _grid = grid;
     _unityGridInfoProvider   = unityGridInfoProvider;
     _positionEffectPresenter = positionEffectPresenter;
     _randomNumberGenerator   = randomNumberGenerator;
     _deathHandler            = deathHandler;
     _actionEffectFactory     = actionEffectFactory;
     _sceneContext            = sceneContext;
     _gameConfig             = gameConfig;
     _viewCreator            = viewCreator;
     _tileMatrixUpdater      = tileMatrixUpdater;
     _firstPlaceInAreaFinder = firstPlaceInAreaFinder;
     _stimulusBroadcaster    = stimulusBroadcaster;
     _entityDetector         = entityDetector;
     _loadViewSystem         = loadViewSystem;
     _uiFacade       = uiFacade;
     _contextManager = contextManager;
     _entityViewBehaviourInitializer = entityViewBehaviourInitializer;
     _aggressionTriggerer            = aggressionTriggerer;
     _entityGenerator = entityGenerator;
     _reactiveFeature = reactiveFeature;
 }
Example #10
0
 public AggressionTriggerer(IUiFacade uiFacade, IPositionEffectPresenter positionEffectPresenter)
 {
     _uiFacade = uiFacade;
     _positionEffectPresenter = positionEffectPresenter;
 }
Example #11
0
 public AttackAction(GameEntity entity, float energyCost, IActionEffectFactory actionEffectFactory, IRandomNumberGenerator rng, GameEntity attackedEntity, IGameConfig gameConfig, IAggressionTriggerer aggressionTriggerer, IPositionEffectPresenter positionEffectPresenter, IOsnowaContextManager contextManager, ReactiveFeature reactiveFeature)
     : base(entity, energyCost, actionEffectFactory)
 {
     AttackedEntity       = attackedEntity;
     _rng                 = rng;
     _actionEffectFactory = actionEffectFactory;
     _gameConfig          = gameConfig;
     _contextManager      = contextManager;
     _reactiveFeature     = reactiveFeature;
 }
Example #12
0
 public EatAction(GameEntity entity, float energyCost, IActionEffectFactory actionEffectFactory, IPositionEffectPresenter positionEffectPresenter, GameEntity consumedIngredient)
     : base(entity, energyCost, actionEffectFactory)
 {
     _positionEffectPresenter = positionEffectPresenter;
     _consumedIngredient      = consumedIngredient;
 }