public ActionEffectFactory(IGridInfoProvider gridInfoProvider, IEntityDetector entityDetector, IWeaponColorizer weaponColorizer, IUiConfig uiConfig) { _gridInfoProvider = gridInfoProvider; _entityDetector = entityDetector; _weaponColorizer = weaponColorizer; _uiConfig = uiConfig; }
public void Init(IInputHolder inputHolder, IArrowsVisibilityManager arrowsVisibilityManager, IWeaponColorizer weaponColorizer, IGameContext gameContext, IUiConfig uiConfig) { _inputHolder = inputHolder; _arrowsVisibilityManager = arrowsVisibilityManager; _weaponColorizer = weaponColorizer; _gameContext = gameContext; _uiConfig = uiConfig; }
public StrikeEffect(ActorData actorData, ActorData attackedActor, bool parried, bool isDaringBlow, IWeaponColorizer weaponColorizer) { _parried = parried; _isDaringBlow = isDaringBlow; _weaponColorizer = weaponColorizer; _attackedActorLogicalPosition = attackedActor.LogicalPosition; _actorBehaviour = actorData.Entity as ActorBehaviour; _attackedActorBehaviour = attackedActor.Entity as ActorBehaviour; }
public PlayerActionResolver(IEntityDetector entityDetector, IInputHolder inputHolder, IActionFactory actionFactory, IArrowsVisibilityManager arrowsVisibilityManager, IWeaponColorizer weaponColorizer, IClearWayBetweenTwoPointsDetector clearWayBetweenTwoPointsDetector, IGameContext gameContext, IUiConfig uiConfig, ITextEffectPresenter textEffectPresenter) { _entityDetector = entityDetector; _inputHolder = inputHolder; _actionFactory = actionFactory; _arrowsVisibilityManager = arrowsVisibilityManager; _weaponColorizer = weaponColorizer; _clearWayBetweenTwoPointsDetector = clearWayBetweenTwoPointsDetector; _gameContext = gameContext; _uiConfig = uiConfig; _textEffectPresenter = textEffectPresenter; }
public void Init(IGridInfoProvider gridInfoProvider, IWeaponColorizer weaponColorizer, IRandomNumberGenerator rng) { _gridInfoProvider = gridInfoProvider; _weaponColorizer = weaponColorizer; _rng = rng; }