public Movement(IWriteToClient writeToClient, ICache cache, IRoomActions roomActions, IUpdateClientUI updateUI, IDice dice, ICombat combat, IMobScripts mobScripts) { _writeToClient = writeToClient; _cache = cache; _roomActions = roomActions; _updateUi = updateUI; _dice = dice; _combat = combat; _mobScripts = mobScripts; }
public CastSpell(IWriteToClient writer, ISpellTargetCharacter spellTargetCharacter, ICache cache, IDamage damage, IUpdateClientUI updateClientUi, IDice dice, ISpellList spellList) { _writer = writer; _spellTargetCharacter = spellTargetCharacter; _cache = cache; _damage = damage; _updateClientUi = updateClientUi; _dice = dice; _spellList = spellList; }
public GameHub(IDataBase db, ICache cache, ILogger <GameHub> logger, IWriteToClient writeToClient, ICommands commands, IUpdateClientUI updateClientUi, IMobScripts mobScripts, ITime time) { _logger = logger; _db = db; _cache = cache; _writeToClient = writeToClient; _commands = commands; _updateClientUi = updateClientUi; _mobScripts = mobScripts; _time = time; }
public MobScripts(ICache cache, ICombat combat, IWriteToClient writeToClient, IDice dice, IUpdateClientUI updateClientUi, IGain gain, ISpells spells) { _cache = cache; _combat = combat; _writeToClient = writeToClient; _dice = dice; _updateClientUi = updateClientUi; _gain = gain; _spells = spells; }
public DoSkill(IWriteToClient writer, ISpellTargetCharacter spellTargetCharacter, ICache cache, IDamage damage, IUpdateClientUI updateClientUi, IMobScripts mobScripts, IDice dice, ISkillList skillList) { _writer = writer; _spellTargetCharacter = spellTargetCharacter; _cache = cache; _damage = damage; _updateClientUi = updateClientUi; _mobScripts = mobScripts; _dice = dice; _skillList = skillList; }
public UtilSkills(IWriteToClient writer, IUpdateClientUI updateClientUi, IDice dice, IDamage damage, ICombat fight, ISkillManager skillManager, ICache cache, IGain gain) { _writer = writer; _updateClientUi = updateClientUi; _dice = dice; _damage = damage; _fight = fight; _skillManager = skillManager; _cache = cache; _gain = gain; }
public GameLoop(IWriteToClient writeToClient, ICache cache, ICommands commands, ICombat combat, IDataBase database, IDice dice, IUpdateClientUI client, ITime time) { _writeToClient = writeToClient; _cache = cache; _commands = commands; _combat = combat; _db = database; _dice = dice; _client = client; _time = time; }
public PassiveSkills(IWriteToClient writer, IUpdateClientUI updateClientUi, IDice dice, IDamage damage, ICombat fight, ISkillManager skillManager, ICache cache, IGain gain, IEquip equip) { _writer = writer; _updateClientUi = updateClientUi; _dice = dice; _damage = damage; _fight = fight; _skillManager = skillManager; _cache = cache; _gain = gain; _equip = equip; }
public Combat(IWriteToClient writer, IUpdateClientUI clientUi, IDamage damage, IFormulas formulas, IGain gain, ICache cache, IQuestLog quest, IDice dice, IRandomItem randomItem, IPlayerDataBase pdb) { _writer = writer; _clientUi = clientUi; _damage = damage; _formulas = formulas; _gain = gain; _cache = cache; _quest = quest; _dice = dice; _randomItem = randomItem; _pdb = pdb; }
public GameHub(IDataBase db, IPlayerDataBase pdb, ICache cache, ILogger <GameHub> logger, IWriteToClient writeToClient, ICommands commands, IUpdateClientUI updateClientUi, IMobScripts mobScripts, ITime time, IDice dice, IGain gain, IFormulas formulas) { _logger = logger; _db = db; _pdb = pdb; _cache = cache; _writeToClient = writeToClient; _commands = commands; _updateClientUi = updateClientUi; _mobScripts = mobScripts; _time = time; _dice = dice; _gain = gain; _formulas = formulas; }
public GameLoop(IWriteToClient writeToClient, ICache cache, ICommands commands, ICombat combat, IDataBase database, IDice dice, IUpdateClientUI client, ITime time, ICore core, ISpellList spelllist, IWeather weather) { _writeToClient = writeToClient; _cache = cache; _commands = commands; _combat = combat; _db = database; _dice = dice; _client = client; _time = time; _core = core; _spellList = spelllist; _weather = weather; if (_hints == null) { _hints = _core.Hints(); } }
public Social(IWriteToClient writeToClient, ICache cache, IMobScripts mobScripts) { _writeToClient = writeToClient; _cache = cache; _mobScripts = mobScripts; }
public Core(ICache cache, IWriteToClient writeToClient, IDataBase db) { _cache = cache; _writeToClient = writeToClient; _db = db; }
public Gain(IWriteToClient writer, IUpdateClientUI clientUI) { _writer = writer; _clientUi = clientUI; }
public Shop(IWriteToClient writer, IUpdateClientUI clientUi, IPassiveSkills passiveSkills) { _writer = writer; _clientUi = clientUi; _passiveSkills = passiveSkills; }
public RoomActions(IWriteToClient writeToClient, ITime time) { _writeToClient = writeToClient; _time = time; }
public Inventory(IWriteToClient writer) { _writer = writer; }
public QuestLog(IWriteToClient writeToClient, IUpdateClientUI updateClientUi) { _writeToClient = writeToClient; _updateClientUi = updateClientUi; }
public Score(IWriteToClient writer) { _writer = writer; }
public SpellTargetItem(IWriteToClient writer) { _writer = writer; }
public Object(IWriteToClient writer, IUpdateClientUI updateUi, IMobScripts mobScripts) { _writer = writer; _updateUi = updateUi; _mobScripts = mobScripts; }
public CommandHandler(ISocials social, ICache cache, IWriteToClient writeToClient) { _socials = social; _cache = cache; _writeToClient = writeToClient; }
public Social(IWriteToClient writeToClient, ICache cache) { _writeToClient = writeToClient; _cache = cache; }
public RoomActions(IWriteToClient writeToClient, ITime time, ICache cache) { _writeToClient = writeToClient; _time = time; _cache = cache; }
public Shop(IWriteToClient writer, IUpdateClientUI clientUi) { _writer = writer; _clientUi = clientUi; }
public SkillMessage(IWriteToClient writer) { _writer = writer; }
public SpellEffect(IWriteToClient writer, SkillTarget skillTarget, int value) { _writer = writer; _skillTarget = skillTarget; _value = value; }
public Debug(IWriteToClient writeToClient) { _writeToClient = writeToClient; }
public Object(IWriteToClient writer, IUpdateClientUI updateUi) { _writer = writer; _updateUi = updateUi; }
public SpellTargetCharacter(IWriteToClient writer) { _writer = writer; }