public FortifyUnitCommand( IUnitFortificationLogic fortificationLogic, IAbilityExecuter abilityExecuter ) { FortificationLogic = fortificationLogic; AbilityExecuter = abilityExecuter; }
public void InjectDependencies( AbilityDisplayMemoryPool abilityDisplayPool, ITechCanon techCanon, IPossessionRelationship <ICivilization, IUnit> unitPossessionCanon, IAbilityExecuter abilityExecuter, UnitSignals unitSignals ) { AbilityDisplayPool = abilityDisplayPool; TechCanon = techCanon; UnitPossessionCanon = unitPossessionCanon; AbilityExecuter = abilityExecuter; unitSignals.StoppedMoving.Subscribe(CheckForRefreshCondition); unitSignals.SetUpForBombardment.Subscribe(CheckForRefreshCondition); }
public PillageUnitCommand(IAbilityExecuter abilityExecuter) { AbilityExecuter = abilityExecuter; }