public SystemTraderService(TraderManager traderManager, IServiceProvider serviceProvider, ILogger <SystemTraderService> logger) { _traderManager = traderManager; _serviceProvider = serviceProvider; _logger = logger; }
public TraderManagerTest() { var trader = new Mock <ITrader>(MockBehavior.Strict); trader.Setup(tr => tr.TradeAsync(It.IsAny <Guid>(), It.IsAny <List <string> >(), It.IsAny <int>(), It.IsAny <int>(), It.IsAny <string>(), It.IsAny <CancellationToken>())) .Returns(Task.CompletedTask); _traderManager = new TraderManager(trader.Object); }
public TraderController(UserManager <ApplicationUser> userManager, TraderManager traderManager, ApplicationDbContext dbContext, SignalRService signalRService) { _userManager = userManager; _traderManager = traderManager; _dbContext = dbContext; _signalRService = signalRService; }
// Start is called before the first frame update void Start() { helper = new Helper(); waveManager = GameObject.Find(Constants.GAMEOBJECT_NAME_LEVELMANAGER).GetComponent <WaveManager>(); traderManager = GameObject.Find(Constants.GAMEOBJECT_NAME_LEVELMANAGER).GetComponent <TraderManager>(); graph = GameObject.Find(Constants.GAMEOBJECT_NAME_GRAPH).GetComponent <Graph>(); GenerateLevel(0); }
/// <summary> /// Initializes a new instance of the <see cref="Level"/> class. /// </summary> public Level(GameMode GameMode) { this.GameMode = GameMode; this.AchievementManager = new AchievementManager(this); this.CommandManager = new CommandManager(this); this.EventManager = new EventManager(this); this.FootstepManager = new FootstepManager(this); this.HeroManager = new HeroManager(this); this.MissionManager = new MissionManager(this); this.SpellManager = new SpellManager(this); this.TraderManager = new TraderManager(this); }
private void Start() { enemies = new List <GameObject>(); commonEnemyPrefabs = new List <GameObject>(); uncommonEnemyPrefabs = new List <GameObject>(); rareEnemyPrefabs = new List <GameObject>(); specialEnemyPrefabs = new List <GameObject>(); traderManager = GameObject.Find(Constants.GAMEOBJECT_NAME_LEVELMANAGER).GetComponent <TraderManager>(); //sort enemies into appropriate lists foreach (GameObject enemy in enemyPrefabs) { switch (enemy.GetComponent <EnemyScript>().enemySpawnType) { case EnemyScript.EnemySpawnType.common: commonEnemyPrefabs.Add(enemy); break; case EnemyScript.EnemySpawnType.uncommon: uncommonEnemyPrefabs.Add(enemy); break; case EnemyScript.EnemySpawnType.rare: rareEnemyPrefabs.Add(enemy); break; case EnemyScript.EnemySpawnType.special: specialEnemyPrefabs.Add(enemy); break; } } enemyQueue = new List <GameObject>(); spawnWave = true; waveNum = -1; waveTimer = Time.time; waveSpawnTimer = Time.time; StartCoroutine(SpawnWave()); }