public UnitImpactExecutor(ContextLogic contextLogic, ImpactController logic, ConditionController condition, UnitsAccessor units) { _condition = condition; _contextLogic = contextLogic; _units = units; _logic = logic; }
public UnitImpactAbilityExecutor(ImpactController impact, ApplyChangeLogic apply, ContextLogic context, UnitsAccessor units) { _apply = apply; _context = context; _impact = impact; _units = units; }
public ImpactConditionExecutor(ImpactController logic, ConditionController controller, ContextLogic context, BattleAccessor battle, ImpactType type) { _battle = battle; _controller = controller; _context = context; _logic = logic; Id = type; }
public ImpactRandomWeightExecutor(FormulaLogic formulaLogic, ConditionController condition, ImpactController impactLogic, SettingsAccessor settings, ImpactType type) { _condition = condition; _formulaLogic = formulaLogic; _impactLogic = impactLogic; _settings = settings; Id = type; }
public UnitImpactBuffTypeExecutor(ImpactController impacts, ContextLogic context, FormulaLogic logic, BuffLogic buffs, BattleAccessor battle) { _impacts = impacts; _context = context; _buffs = buffs; _logic = logic; _battle = battle; }
public UnitImpactExpExecutor(ImpactController logic, FormulaController formula, ContextLogic context, UnitsAccessor units, PlayerAccessor player, BattleAccessor battle) { _formula = formula; _logic = logic; _units = units; _context = context; _battle = battle; _player = player; }
public static CutSceneModule CreateClient(CutSceneAccessor _cutscene, ImpactController _logic, ApplyChangeLogic _changeLogic) { return(new CutSceneModule { _cutscene = _cutscene, _logic = _logic, _changeLogic = _changeLogic, } ); }
public ImpactUnitAddExecutor(ImpactController impact, ContextLogic context, BattleLogic logic, FormulaController formula, UnitsAccessor units, ExplorerAccessor explorer, SettingsAccessor settings, BattleAccessor battle) { _impact = impact; _context = context; _formula = formula; _settings = settings; _explorer = explorer; _units = units; _battle = battle; _logic = logic; }
public static AutowinModule CreateClient(ImpactController Impact, ExplorerAccessor _explorer, ScorersAccessor Scorers, FormulaLogic Formula, ExplorerLogic _explorerLogic) { return(new AutowinModule { Impact = Impact, _explorer = _explorer, Scorers = Scorers, Formula = Formula, _explorerLogic = _explorerLogic, } ); }
public static ActivationModule CreateClient(FormulaController _formulaLogic, ImpactController _impactLogic, ExplorerAccessor _explorer, ScorersAccessor _scorers, PlayerAccessor Player, UnitsAccessor _units, ApplyChangeLogic _changeLogic) { return(new ActivationModule { _formulaLogic = _formulaLogic, _impactLogic = _impactLogic, _explorer = _explorer, _scorers = _scorers, Player = Player, _units = _units, _changeLogic = _changeLogic, } ); }
public static GachaModule CreateClient(ImpactController _impactLogic, ScorersAccessor _scorers, InventoryAccessor _resources, UnitsAccessor _units, ExplorerAccessor _explorer, DropLogic _dropLogic, ConditionController _condition, FormulaLogic _formuls) { return(new GachaModule { _impactLogic = _impactLogic, _scorers = _scorers, _resources = _resources, _units = _units, _explorer = _explorer, _dropLogic = _dropLogic, _condition = _condition, _formuls = _formuls, } ); }
public InternalAdditionalLogics(InternalAccessors accessors, IApplyManager storage, LogicData data, IServerAPI api) { ImpactController = new ImpactController(data.IsEmulate); ContextLogic = ContextLogic.CreateClient(accessors.BattleAccessor, accessors.UnitsAccessor); DropLogic = DropLogic.CreateClient(accessors.ScorersAccessor, accessors.InventoryAccessor, accessors.UnitsAccessor, accessors.ExplorerAccessor, accessors.FormulaController, ImpactController); ScorersLogic = ScorersLogic.CreateClient(accessors.BattleAccessor, accessors.ScorersAccessor, accessors.ExplorerAccessor); ShopLogic = ShopLogic.CreateClient(accessors.SettingsAccessor, accessors.ShopAccessor, accessors.FormulaController); ApplyChangeLogic = ApplyChangeLogic.CreateClient(storage, ContextLogic); FormulaLogic = FormulaLogic.CreateClient(ContextLogic, accessors.ScorersAccessor, accessors.UnitsAccessor, accessors.BattleAccessor, accessors.ExplorerAccessor, data, accessors.PlayerAccessor, accessors.SettingsAccessor, accessors.ConditionController, accessors.FormulaController, ScorersLogic); BuffLogic = BuffLogic.CreateClient(accessors.BattleAccessor, ContextLogic, ApplyChangeLogic); ExplorerLogic = ExplorerLogic.CreateClient(accessors.ScorersAccessor, accessors.ExplorerAccessor, accessors.UnitsAccessor, accessors.FormulaController, ScorersLogic, ContextLogic, DropLogic, ImpactController); TriggerLogic = TriggerLogic.CreateClient(accessors.BattleAccessor, FormulaLogic); ConditionLogic = ConditionLogic.CreateClient(accessors.InventoryAccessor, accessors.ScorersAccessor, accessors.PlayerAccessor, accessors.UnitsAccessor, accessors.BattleAccessor, accessors.ExplorerAccessor, accessors.SettingsAccessor, accessors.AchievementAccessor, FormulaLogic, ContextLogic, ScorersLogic, data, accessors.ConditionController); BattleLogic = BattleLogic.CreateClient(ApplyChangeLogic, ContextLogic, ConditionLogic, accessors.FormulaController, accessors.BattleAccessor, accessors.ScorersAccessor, accessors.UnitsAccessor, accessors.ExplorerAccessor, accessors.SettingsAccessor); ImpactLogic = ImpactLogic.CreateClient(accessors.ScorersAccessor, accessors.PlayerAccessor, accessors.InventoryAccessor, accessors.ExplorerAccessor, accessors.UnitsAccessor, accessors.BattleAccessor, accessors.SettingsAccessor, accessors.AchievementAccessor, BattleLogic, FormulaLogic, accessors.ConditionController, ApplyChangeLogic, BuffLogic, ScorersLogic, ContextLogic, ImpactController, data); }
public static SettingsModule CreateClient(SettingsAccessor _settings, ScorersAccessor _scorers, ImpactController _impactLogic) { return(new SettingsModule { _settings = _settings, _scorers = _scorers, _impactLogic = _impactLogic, } ); }
public static ExplorerProgressModule CreateClient(ExplorerAccessor _explorer, InventoryAccessor _inventory, UnitsAccessor _units, SettingsAccessor _settings, ScorersAccessor _scorers, BattleAccessor _battle, ExplorerLogic _explorerLogic, FormulaLogic _formula, ImpactController _impactLogic) { return(new ExplorerProgressModule { _explorer = _explorer, _inventory = _inventory, _units = _units, _settings = _settings, _scorers = _scorers, _battle = _battle, _explorerLogic = _explorerLogic, _formula = _formula, _impactLogic = _impactLogic, } ); }
public static EquipmentModule CreateClient(InventoryAccessor _resources, ScorersAccessor _scorers, UnitsAccessor _units, ImpactController _impact, FormulaLogic _formula) { return(new EquipmentModule { _resources = _resources, _scorers = _scorers, _units = _units, _impact = _impact, _formula = _formula, } ); }
public static ExplorerLogic CreateClient(ScorersAccessor _scorers, ExplorerAccessor _explorer, UnitsAccessor _units, FormulaController _formula, ScorersLogic _scorersLogic, ContextLogic _context, DropLogic _drop, ImpactController _impact) { return(new ExplorerLogic { _scorers = _scorers, _explorer = _explorer, _units = _units, _formula = _formula, _scorersLogic = _scorersLogic, _context = _context, _drop = _drop, _impact = _impact, } ); }
public static UnitProgressModule CreateClient(UnitsAccessor _units, ScorersAccessor _scorers, BattleAccessor _battle, FormulaLogic _formuls, PlayerAccessor _player, ImpactController _impact) { return(new UnitProgressModule { _units = _units, _scorers = _scorers, _battle = _battle, _formuls = _formuls, _player = _player, _impact = _impact, } ); }
public ImpactContainerExecutor(ImpactController logic) { _logic = logic; }
public ImpactEmbedExecutor(ImpactController logic, SettingsAccessor settings) { _settings = settings; _logic = logic; }
public ImpactPlayerExpExecutor(ImpactController logic, FormulaLogic formula, PlayerAccessor accessor) { _formula = formula; _logic = logic; _accessor = accessor; }
public ImpactWhileExecutor(ImpactController logic, ConditionController condition, ImpactType type) { _condition = condition; _logic = logic; Id = type; }
public UnitImpactContainerExecutor(ImpactController impactLogic) { _impactLogic = impactLogic; }
public static ImpactLogic CreateClient(ScorersAccessor _scorers, PlayerAccessor _player, InventoryAccessor _inventory, ExplorerAccessor _explorer, UnitsAccessor _units, BattleAccessor _battle, SettingsAccessor _settings, AchievementAccessor _achievement, BattleLogic _battleLogic, FormulaLogic _formulaLogic, ConditionController _condition, ApplyChangeLogic _applyChangeLogic, BuffLogic _buff, ScorersLogic _scorersLogic, ContextLogic _contextLogic, ImpactController _impactController, LogicData _data) { return(new ImpactLogic { _scorers = _scorers, _player = _player, _inventory = _inventory, _explorer = _explorer, _units = _units, _battle = _battle, _settings = _settings, _achievement = _achievement, _battleLogic = _battleLogic, _formulaLogic = _formulaLogic, _condition = _condition, _applyChangeLogic = _applyChangeLogic, _buff = _buff, _scorersLogic = _scorersLogic, _contextLogic = _contextLogic, _impactController = _impactController, _data = _data, } ); }
public static ShopModule CreateClient(ScorersAccessor _scorers, ShopAccessor _shop, FormulaLogic _formula, ImpactController _impacts, ShopLogic _shopLogic, DropLogic _dropLogic) { return(new ShopModule { _scorers = _scorers, _shop = _shop, _formula = _formula, _impacts = _impacts, _shopLogic = _shopLogic, _dropLogic = _dropLogic, } ); }
public static StartSessionModule CreateClient(UnitsAccessor _units, ScorersAccessor _scorers, BattleAccessor _battle, InventoryAccessor _inventory, PlayerAccessor _player, ExplorerAccessor _explorer, LogAccessor _accessor, SettingsAccessor _settings, ShopAccessor _shop, LogAccessor _log, AchievementAccessor _achievement, BattleLogic _battleLogic, ShopLogic _shopLogic, ExplorerLogic _explorerLogic, FormulaController _formula, ImpactController _logic) { return(new StartSessionModule { _units = _units, _scorers = _scorers, _battle = _battle, _inventory = _inventory, _player = _player, _explorer = _explorer, _accessor = _accessor, _settings = _settings, _shop = _shop, _log = _log, _achievement = _achievement, _battleLogic = _battleLogic, _shopLogic = _shopLogic, _explorerLogic = _explorerLogic, _formula = _formula, _logic = _logic, } ); }
public static BattleModule CreateClient(BattleAccessor _battle, ExplorerAccessor _explorer, UnitsAccessor _units, ContextLogic _contextLogic, ImpactController _impactLogic, TriggerLogic _triggerLogic, BattleLogic _battleLogic, BuffLogic _buffLogic) { return(new BattleModule { _battle = _battle, _explorer = _explorer, _units = _units, _contextLogic = _contextLogic, _impactLogic = _impactLogic, _triggerLogic = _triggerLogic, _battleLogic = _battleLogic, _buffLogic = _buffLogic, } ); }
public static AchievementModule CreateClient(AchievementAccessor _accessor, ScorersLogic _scorersLogic, DropLogic _dropLogic, FormulaController _formula, ImpactController _impacts) { return(new AchievementModule { _accessor = _accessor, _scorersLogic = _scorersLogic, _dropLogic = _dropLogic, _formula = _formula, _impacts = _impacts, } ); }
public static CheatModule CreateClient(UnitsAccessor _units, ScorersAccessor _scorers, BattleAccessor _battle, InventoryAccessor _inventory, PlayerAccessor _player, ExplorerAccessor _explorer, LogAccessor _accessor, SettingsAccessor _settings, ExplorerLogic _explorerLogic, BattleLogic _battleLogic, ContextLogic _contextLogic, ImpactController _logic, DropLogic _drop, ScorersLogic _scorerLogic) { return(new CheatModule { _units = _units, _scorers = _scorers, _battle = _battle, _inventory = _inventory, _player = _player, _explorer = _explorer, _accessor = _accessor, _settings = _settings, _explorerLogic = _explorerLogic, _battleLogic = _battleLogic, _contextLogic = _contextLogic, _logic = _logic, _drop = _drop, _scorerLogic = _scorerLogic, } ); }
public ImpactBaseExecutor(ImpactController logic, ImpactType type) { _logic = logic; Id = type; }
public static DropLogic CreateClient(ScorersAccessor _scorers, InventoryAccessor _inventory, UnitsAccessor _units, ExplorerAccessor _explorer, FormulaController _formula, ImpactController _impact) { return(new DropLogic { _scorers = _scorers, _inventory = _inventory, _units = _units, _explorer = _explorer, _formula = _formula, _impact = _impact, } ); }