public ImpactAttackMobExecutor(ContextLogic contextLogic, BattleLogic logic, BattleAccessor accessor, ExplorerAccessor explorer)
 {
     _battlelogic    = logic;
     _contextLogic   = contextLogic;
     _battleAccessor = accessor;
     _explorer       = explorer;
 }
 public UnitImpactUnsummonExecutor(ContextLogic context, BattleAccessor battle, UnitsAccessor units, ExplorerAccessor explorer)
 {
     _context  = context;
     _units    = units;
     _explorer = explorer;
     _battle   = battle;
 }
Exemple #3
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 public FormulaModCalculator(FormulaController formula, ContextLogic context, BattleAccessor battle, ExplorerAccessor explorer)
 {
     _context  = context;
     _battle   = battle;
     _formula  = formula;
     _explorer = explorer;
 }
 public ImpactManaExecutor(FormulaLogic logic, ExplorerAccessor explorer, ScorersAccessor scorers, BattleAccessor battle, SettingsAccessor settings)
 {
     _logic    = logic;
     _scorers  = scorers;
     _battle   = battle;
     _explorer = explorer;
     _settings = settings;
 }
Exemple #5
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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;
 }
Exemple #6
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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,
     }
            );
 }
 public void InitData(IExplorerStateClient client, ExplorerAccessor accessor, ChangeStorage storage)
 {
     _storage  = storage;
     _accessor = accessor;
     client.StageId.Subscribe(x => _StageId = x).AddTo(_disposables);
     client.RoomId.Subscribe(x => _RoomId   = x).AddTo(_disposables);
     LD_Stages.Init(client.Stages, storage);
     LD_Inventory.Init(client.Inventory, storage);
     client.Position.Subscribe(x => _Position = x).AddTo(_disposables);
     client.LastInteractiveId.Subscribe(x => _LastInteractiveId = x).AddTo(_disposables);
     LD_PlayerBuffs.Init(client.PlayerBuffs, storage);
     client.IsRun.Subscribe(x => _IsRun = x).AddTo(_disposables);
     client.RefreshNumber.Subscribe(x => _RefreshNumber = x).AddTo(_disposables);
 }
Exemple #8
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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,
     }
            );
 }
 public void InitData(string root, ChangeStorage storage, ExplorerAccessor accessor)
 {
     _accessor         = accessor;
     _storage          = storage;
     DataId            = root;
     Interface_StageId = new ReactiveProperty <Int32>(_StageId);
     Interface_RoomId  = new ReactiveProperty <Int32>(_RoomId);
     LD_Stages?.Init($"{DataId}.stages", storage, _Stages);
     LD_Inventory?.Init($"{DataId}.inventory", storage, _Inventory);
     Interface_Position          = new ReactiveProperty <ExplorerPositionData>(_Position);
     Interface_LastInteractiveId = new ReactiveProperty <Int32>(_LastInteractiveId);
     LD_PlayerBuffs?.Init($"{DataId}.player_buffs", storage, _PlayerBuffs);
     Interface_IsRun         = new ReactiveProperty <Boolean>(_IsRun);
     Interface_RefreshNumber = new ReactiveProperty <Int32>(_RefreshNumber);
 }
Exemple #10
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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,
     }
            );
 }
Exemple #11
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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,
     }
            );
 }
Exemple #12
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 public InternalAccessors(LogicData LogicData, IStateFactory factory)
 {
     Factory             = factory;
     ConditionController = new ConditionController();
     FormulaController   = new FormulaController();
     AchievementAccessor = new AchievementAccessor();
     BattleAccessor      = new BattleAccessor();
     CutSceneAccessor    = new CutSceneAccessor();
     ExplorerAccessor    = new ExplorerAccessor();
     InventoryAccessor   = new InventoryAccessor();
     LogAccessor         = new LogAccessor();
     LogAccessor.Data    = LogicData;
     PlayerAccessor      = new PlayerAccessor();
     ScorersAccessor     = new ScorersAccessor();
     SettingsAccessor    = new SettingsAccessor();
     ShopAccessor        = new ShopAccessor();
     UnitsAccessor       = new UnitsAccessor();
 }
 public ConditionInteractiveObjectChecker(ExplorerAccessor explorer, IFormulaLogic formula)
 {
     _explorer = explorer;
     _formula  = formula;
 }
Exemple #14
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 public ImpactStageAccessExecutor(ExplorerAccessor explorer, SettingsAccessor settings)
 {
     _explorer = explorer;
     _settings = settings;
 }
 public ImpactItemDataExecutor(FormulaLogic logic, InventoryAccessor inventory, ExplorerAccessor explorer)
 {
     _inventory = inventory;
     _explorer  = explorer;
     _logic     = logic;
 }
Exemple #16
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 public ImpactUnitRemoveExecutor(UnitsAccessor units, ExplorerAccessor explorer)
 {
     _units    = units;
     _explorer = explorer;
 }
Exemple #17
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 public ConditionStageChecker(ExplorerAccessor explorer)
 {
     _explorer = explorer;
 }
Exemple #18
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 public static BattleLogic CreateClient(ApplyChangeLogic _manager, ContextLogic _context, ConditionLogic _condition, FormulaController _formula, BattleAccessor _battle, ScorersAccessor _scorers, UnitsAccessor _units, ExplorerAccessor _explorer, SettingsAccessor _settings)
 {
     return(new BattleLogic
     {
         _manager = _manager,
         _context = _context,
         _condition = _condition,
         _formula = _formula,
         _battle = _battle,
         _scorers = _scorers,
         _units = _units,
         _explorer = _explorer,
         _settings = _settings,
     }
            );
 }
Exemple #19
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 public ImpactBuffExecutor(FormulaLogic logic, ExplorerAccessor explorer)
 {
     _logic    = logic;
     _explorer = explorer;
 }
Exemple #20
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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,
     }
            );
 }
Exemple #21
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 public static FormulaLogic CreateClient(ContextLogic _contextLogic, ScorersAccessor _scorers, UnitsAccessor _units, BattleAccessor _battle, ExplorerAccessor _explorer, LogicData _data, PlayerAccessor _player, SettingsAccessor _settings, ConditionController _controller, FormulaController _formula, ScorersLogic _scorerLogic)
 {
     return(new FormulaLogic
     {
         _contextLogic = _contextLogic,
         _scorers = _scorers,
         _units = _units,
         _battle = _battle,
         _explorer = _explorer,
         _data = _data,
         _player = _player,
         _settings = _settings,
         _controller = _controller,
         _formula = _formula,
         _scorerLogic = _scorerLogic,
     }
            );
 }
Exemple #22
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 public static ScorersLogic CreateClient(BattleAccessor _battle, ScorersAccessor _scorers, ExplorerAccessor _explorer)
 {
     return(new ScorersLogic
     {
         _battle = _battle,
         _scorers = _scorers,
         _explorer = _explorer,
     }
            );
 }
Exemple #23
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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,
     }
            );
 }
 public ImpactStaminaExecutor(FormulaLogic logic, ExplorerAccessor explorer, ScorersAccessor scorers)
 {
     _logic    = logic;
     _scorers  = scorers;
     _explorer = explorer;
 }
Exemple #25
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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,
     }
            );
 }
Exemple #26
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 public ImpactInteractiveObjectExecutor(ExplorerAccessor explorer)
 {
     _explorer = explorer;
 }
Exemple #27
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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,
     }
            );
 }
 public ImpactScorerDataExecutor(FormulaLogic logic, ScorersLogic scorers, ExplorerAccessor explorer)
 {
     _scorers  = scorers;
     _logic    = logic;
     _explorer = explorer;
 }
Exemple #29
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 public static ConditionLogic CreateClient(InventoryAccessor _inventoryAccessor, ScorersAccessor _scorersAccessor, PlayerAccessor _profileAccessor, UnitsAccessor _unitAccessor, BattleAccessor _battleAccessor, ExplorerAccessor _explorerAccessor, SettingsAccessor _settingsAccessor, AchievementAccessor _achievementAccessor, FormulaLogic _formulaLogic, ContextLogic _contextLogic, ScorersLogic _scorerLogic, LogicData _data, ConditionController _controller)
 {
     return(new ConditionLogic
     {
         _inventoryAccessor = _inventoryAccessor,
         _scorersAccessor = _scorersAccessor,
         _profileAccessor = _profileAccessor,
         _unitAccessor = _unitAccessor,
         _battleAccessor = _battleAccessor,
         _explorerAccessor = _explorerAccessor,
         _settingsAccessor = _settingsAccessor,
         _achievementAccessor = _achievementAccessor,
         _formulaLogic = _formulaLogic,
         _contextLogic = _contextLogic,
         _scorerLogic = _scorerLogic,
         _data = _data,
         _controller = _controller,
     }
            );
 }
 public ImpactChangeMoneyExecutor(FormulaLogic logic, ScorersAccessor scorers, ExplorerAccessor explorer)
 {
     _scorers  = scorers;
     _logic    = logic;
     _explorer = explorer;
 }