private void InjectDependencies( IPossessionRelationship <ICivilization, IUnit> unitPossessionCanon, ISocialPolicyCanon socialPolicyCanon ) { UnitPossessionCanon = unitPossessionCanon; SocialPolicyCanon = socialPolicyCanon; }
public void InjectDependencies( ISocialPolicyCanon policyCanon, ISocialPolicyCostLogic policyCostLogic, DiContainer container ) { PolicyCanon = policyCanon; PolicyCostLogic = policyCostLogic; Container = container; }
public SocialPolicyCostLogic( ISocialPolicyCanon policyCanon, ICivilizationConfig civConfig, IPossessionRelationship <ICivilization, ICity> cityPossessionCanon ) { PolicyCanon = policyCanon; CivConfig = civConfig; CityPossessionCanon = cityPossessionCanon; }
public GlobalPromotionLogic( IPossessionRelationship <ICivilization, ICity> cityPossessionCanon, IPossessionRelationship <ICity, IBuilding> buildingPossessionCanon, ISocialPolicyCanon socialPolicyCanon ) { CityPossessionCanon = cityPossessionCanon; BuildingPossessionCanon = buildingPossessionCanon; SocialPolicyCanon = socialPolicyCanon; }
public void InjectDependencies( IPossessionRelationship <ICivilization, ICity> cityPossessionCanon, IPossessionRelationship <ICity, IBuilding> buildingPossessionCanon, ISocialPolicyCanon socialPolicyCanon ) { CityPossessionCanon = cityPossessionCanon; BuildingPossessionCanon = buildingPossessionCanon; SocialPolicyCanon = socialPolicyCanon; }
public SocialPolicyComposer( ISocialPolicyCanon policyCanon, [Inject(Id = "Available Policy Trees")] IEnumerable <IPolicyTreeDefinition> availableTrees, [Inject(Id = "Available Policies")] IEnumerable <ISocialPolicyDefinition> availablePolicies ) { PolicyCanon = policyCanon; AvailableTrees = availableTrees; AvailablePolicies = availablePolicies; }
public BorderExpansionModifierLogic( IPossessionRelationship <ICity, IBuilding> buildingPossessionCanon, IPossessionRelationship <ICivilization, ICity> cityPossessionCanon, ISocialPolicyCanon socialPolicyCanon, ICapitalCityCanon capitalCityCanon ) { BuildingPossessionCanon = buildingPossessionCanon; CityPossessionCanon = cityPossessionCanon; SocialPolicyCanon = socialPolicyCanon; CapitalCityCanon = capitalCityCanon; }
public ProductionLogic( ICityConfig config, IYieldGenerationLogic generationLogic, IPossessionRelationship <ICity, IBuilding> buildingPossessionCanon, IPossessionRelationship <ICivilization, ICity> cityPossessionCanon, ISocialPolicyCanon socialPolicyCanon ) { Config = config; GenerationLogic = generationLogic; BuildingPossessionCanon = buildingPossessionCanon; CityPossessionCanon = cityPossessionCanon; SocialPolicyCanon = socialPolicyCanon; }