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; }
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; }
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 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); }
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); }
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 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 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; }
public ImpactStageAccessExecutor(ExplorerAccessor explorer, SettingsAccessor settings) { _explorer = explorer; _settings = settings; }
public ImpactItemDataExecutor(FormulaLogic logic, InventoryAccessor inventory, ExplorerAccessor explorer) { _inventory = inventory; _explorer = explorer; _logic = logic; }
public ImpactUnitRemoveExecutor(UnitsAccessor units, ExplorerAccessor explorer) { _units = units; _explorer = explorer; }
public ConditionStageChecker(ExplorerAccessor explorer) { _explorer = explorer; }
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, } ); }
public ImpactBuffExecutor(FormulaLogic logic, ExplorerAccessor explorer) { _logic = logic; _explorer = explorer; }
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 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, } ); }
public static ScorersLogic CreateClient(BattleAccessor _battle, ScorersAccessor _scorers, ExplorerAccessor _explorer) { return(new ScorersLogic { _battle = _battle, _scorers = _scorers, _explorer = _explorer, } ); }
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; }
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 ImpactInteractiveObjectExecutor(ExplorerAccessor explorer) { _explorer = explorer; }
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; }
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; }