public UnitImpactExecutor(ContextLogic contextLogic, ImpactController logic, ConditionController condition, UnitsAccessor units)
 {
     _condition    = condition;
     _contextLogic = contextLogic;
     _units        = units;
     _logic        = logic;
 }
Example #2
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 public UnitImpactAbilityExecutor(ImpactController impact, ApplyChangeLogic apply, ContextLogic context, UnitsAccessor units)
 {
     _apply   = apply;
     _context = context;
     _impact  = impact;
     _units   = units;
 }
Example #3
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 public ImpactConditionExecutor(ImpactController logic, ConditionController controller, ContextLogic context, BattleAccessor battle, ImpactType type)
 {
     _battle     = battle;
     _controller = controller;
     _context    = context;
     _logic      = logic;
     Id          = type;
 }
Example #4
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 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;
 }
Example #6
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 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;
 }
Example #7
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 public static CutSceneModule CreateClient(CutSceneAccessor _cutscene, ImpactController _logic, ApplyChangeLogic _changeLogic)
 {
     return(new CutSceneModule
     {
         _cutscene = _cutscene,
         _logic = _logic,
         _changeLogic = _changeLogic,
     }
            );
 }
Example #8
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 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;
 }
Example #9
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 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,
     }
            );
 }
Example #10
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 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,
     }
            );
 }
Example #11
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 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,
     }
            );
 }
Example #12
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 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);
 }
Example #13
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 public static SettingsModule CreateClient(SettingsAccessor _settings, ScorersAccessor _scorers, ImpactController _impactLogic)
 {
     return(new SettingsModule
     {
         _settings = _settings,
         _scorers = _scorers,
         _impactLogic = _impactLogic,
     }
            );
 }
Example #14
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 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,
     }
            );
 }
Example #15
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 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,
     }
            );
 }
Example #16
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 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,
     }
            );
 }
Example #17
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 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;
 }
Example #19
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 public ImpactEmbedExecutor(ImpactController logic, SettingsAccessor settings)
 {
     _settings = settings;
     _logic    = logic;
 }
 public ImpactPlayerExpExecutor(ImpactController logic, FormulaLogic formula, PlayerAccessor accessor)
 {
     _formula  = formula;
     _logic    = logic;
     _accessor = accessor;
 }
Example #21
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 public ImpactWhileExecutor(ImpactController logic, ConditionController condition, ImpactType type)
 {
     _condition = condition;
     _logic     = logic;
     Id         = type;
 }
 public UnitImpactContainerExecutor(ImpactController impactLogic)
 {
     _impactLogic = impactLogic;
 }
Example #23
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 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,
     }
            );
 }
Example #24
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 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,
     }
            );
 }
Example #25
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 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,
     }
            );
 }
Example #26
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 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,
     }
            );
 }
Example #27
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 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,
     }
            );
 }
Example #28
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 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;
 }
Example #30
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 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,
     }
            );
 }