public CpuCharacterPresenter( ICharacterView characterView, IPhaseProvider phaseProvider, IPhaseRegister phaseRegister, ICurrentSkillModel currentSkill, ITurnCharacterProvider turnCharacter, IDamagePhaseFinalizer damagePhaseFinalizer, IResidueCharacterRegister residueCharacter, IResidueEnemyRegister enemyRegister, IMoveLoadProvider moveLoadProvider, ICharacterMove characterMove, ICpuUseCase cpuUseCase, Character character ) { _characterView = characterView; _phaseProvider = phaseProvider; _phaseRegister = phaseRegister; _currentSkill = currentSkill; _turnCharacter = turnCharacter; _damagePhaseFinalizer = damagePhaseFinalizer; _enemyRegister = enemyRegister; _moveLoadProvider = moveLoadProvider; _characterMove = characterMove; _cpuUseCase = cpuUseCase; _character = character; }
public CharacterMovePresenter( ICharacterView characterView, IMoveLoadProvider moveLoadProvider, ITurnCharacterProvider turnCharacter, ICharacterMove characterMove ) { _characterView = characterView; _moveLoadProvider = moveLoadProvider; _turnCharacter = turnCharacter; _characterMove = characterMove; }
public MoveScreenPresenter( MoveScreen screen, IPhaseProvider phaseProvider, IPhaseRegister phaseRegister, IMoveLoadRegister moveLoadRegister, ITurnCharacterProvider turnCharacter) { _screen = screen; _phaseProvider = phaseProvider; _phaseRegister = phaseRegister; _moveLoadRegister = moveLoadRegister; _turnCharacter = turnCharacter; }
public AttackScreenPresenter( AttackScreen screen, IPhaseProvider phaseProvider, IPhaseRegister phaseRegister, ITurnCharacterProvider turnCharacter, ITargetUseCase targetUseCase, ITargetSubmitter targetSubmitter) { _screen = screen; _phaseProvider = phaseProvider; _phaseRegister = phaseRegister; _turnCharacter = turnCharacter; _targetUseCase = targetUseCase; _targetSubmitter = targetSubmitter; }
public PhaseFinalizeUseCase( IPhaseRegister phaseRegister, IDamageProvider damageProvider, ICurrentSkillModel skillModel, IMoveHandler moveHandler, ITurnCharacterProvider turnCharacter, ITargetProvider targetProvider) { _phaseRegister = phaseRegister; _damageProvider = damageProvider; _skillModel = skillModel; _moveHandler = moveHandler; _turnCharacter = turnCharacter; _targetProvider = targetProvider; }
public StageUseCase( IResidueCharacters residueCharacter, IResidueEnemies residueEnemy, IStageModel stageModel, IPhaseProvider phaseProvider, ITargetRegister targetRegister, ITurnCharacterProvider turnCharacter ) { _residueCharacter = residueCharacter; _residueEnemy = residueEnemy; _stageModel = stageModel; _phaseProvider = phaseProvider; _targetRegister = targetRegister; _turnCharacter = turnCharacter; }
public CameraPresenter(Camera camera, ITurnCharacterProvider turnCharacter) { _camera = camera; _turnCharacter = turnCharacter; }
public SkillUseCase(ICurrentSkillModel currentSkill, ITurnCharacterProvider turnCharacter) { _currentSkill = currentSkill; _turnCharacter = turnCharacter; }