protected BaseBoardState(BoardBasedFsm Fsm, IRuntimeBoard Board) { fsm = Fsm; board = Board; //Subscribe game events GameEvents.Instance.AddListener(this); IsInitialized = true; }
//---------------------------------------------------------------------------------------------------------- #region Constructor public Game(List <IPlayer> players, IRuntimeBoard GameBoard, Battle.Configurations.Configurations configurations) { Configurations = configurations; TurnLogic = new Battle.Model.TurnLogic.TurnLogic(players); ProcessPreStartGame = new PreStartGameMechanics(this); ProcessStartGame = new StartGameMechanics(this); ProcessStartPlayerTurn = new StartPlayerTurnMechanics(this); ProcessFinishPlayerTurn = new FinishPlayerTurnMechanics(this); ProcessTick = new TickTimeMechanics(this); ProcessSwap = new SwapMechanics(this); ProcessFinishGame = new FinishGameMechanics(this); gameBoard = GameBoard; AddMechanic(ProcessPreStartGame); AddMechanic(ProcessStartGame); AddMechanic(ProcessStartPlayerTurn); AddMechanic(ProcessFinishPlayerTurn); AddMechanic(ProcessTick); AddMechanic(ProcessSwap); AddMechanic(ProcessFinishGame); Logger.Log <Game>("Game Created", "blue"); Debug.Log("Game Created!"); }
public PreActionBoardState(BoardBasedFsm Fsm, IRuntimeBoard Board) : base(Fsm, Board) { board = Board; }
public CascadeBoardMechanics(IRuntimeBoard board) : base(board) { }
public SwapBoardState(BoardBasedFsm Fsm, IRuntimeBoard Board) : base(Fsm, Board) { board = Board; }
public ActivateAbilityMechanics(IRuntimeBoard Board) : base(Board) { GameEvents.Instance.AddListener(this); board = Board; }
public SelectBoardMechanics(IRuntimeBoard board) : base(board) { GameEvents.Instance.AddListener(this); GameBoard = board; }
public RemoveJewelBoardMechanics(IRuntimeBoard Board) : base(Board) { GameEvents.Instance.AddListener(this); board = Board; }
public BoardBasedFsm(IBoardController Handler, IRuntimeBoard Board) : base(Handler) { handler = Handler; board = Board; Initialize(); }
protected BaseBoardMechanics(IRuntimeBoard board) { Board = board; }
public EndGameBoardMechanics(IRuntimeBoard board) : base(board) { }
public SwapBoardMechanics(IRuntimeBoard board) : base(board) { }
public RemoveSelectedBoardState(BoardBasedFsm Fsm, IRuntimeBoard Board) : base(Fsm, Board) { board = Board; }