/// <summary> /// Constructor creates prototype data access <see cref="ProtDataAccess"/>. /// </summary> public ProtData() { _access = new ProtDataAccess(); _dictionary = new ProtTypeDictionary(); _dictionary.Set(new ArmourProtTrans(_access)); _dictionary.Set(new WeaponProtTrans(_access)); _dictionary.Set(new EffectProtTrans(_access)); _dictionary.Set(new EnemyProtTrans(_access)); _dictionary.Set(new RoomProtTrans(_access)); }
/// <summary> /// Constructor sets up <see cref="EffectProtTrans"/>. /// </summary> /// <param name="access"> /// Used for prototype data transfer. /// </param> public ArmourProtTrans(IProtDataAccess access) { _access = access; _effect = new EffectProtTrans(_access); }
/// <summary> /// Constructor creates <see cref="GameDataAccess"/> and <see cref="ProtDataAccess"/> objects. /// </summary> public GameData() { _gameDataAccess = new GameDataAccess(); _protDataAccess = new ProtDataAccess(); }
/// <summary> /// Constructor sets up <see cref="WeaponProtTrans"/> and <see cref="ArmourProtTrans"/>. /// </summary> /// <param name="access"> /// Used for prototype data transfer. /// </param> public EnemyProtTrans(IProtDataAccess access) { _access = access; _weapon = new WeaponProtTrans(_access); _armour = new ArmourProtTrans(_access); }
/// <summary> /// Constructor sets up <see cref="EffectProtTrans"/>. /// </summary> /// <param name="access"> /// Used for prototype data transfer. /// </param> public WeaponProtTrans(IProtDataAccess access) { _access = access; _effect = new EffectProtTrans(_access); }
/// <summary> /// Constructor just passes access. /// </summary> /// <param name="access"> /// Used for prototype data transfer. /// </param> public EffectProtTrans(IProtDataAccess access) { _access = access; }
/// <summary> /// Constructor just passes access. /// </summary> /// <param name="access"> /// Used for prototype data transfer. /// </param> public RoomProtTrans(IProtDataAccess access) { _access = access; }