public new void Setup() { base.Setup(); collisionService = new CollisionService(EngineConfigFake, WorldStateService, VectorCalculatorService); collisionHandlers = new List <ICollisionHandler> { new FoodCollisionHandler(WorldStateService, EngineConfigFake), new PlayerCollisionHandler(WorldStateService, collisionService, EngineConfigFake, VectorCalculatorService) }; collisionHandlerResolver = new CollisionHandlerResolver(collisionHandlers); actionHandlers = new List <IActionHandler> { new ForwardActionHandler(), new StartAfterburnerActionHandler(WorldStateService, EngineConfigFake), new StopAfterburnerActionHandler(WorldStateService), new StopActionHandler() }; actionHandlerResolver = new ActionHandlerResolver(actionHandlers); actionService = new ActionService(WorldStateService, actionHandlerResolver); tickProcessingService = new TickProcessingService( collisionHandlerResolver, VectorCalculatorService, WorldStateService, collisionService); engineService = new EngineService(WorldStateService, actionService, EngineConfigFake, tickProcessingService); }
public new void Setup() { base.Setup(); actionHandlers = new List <IActionHandler> { new ForwardActionHandler(), new StartAfterburnerActionHandler(WorldStateService, EngineConfigFake), new StopAfterburnerActionHandler(WorldStateService) }; actionHandlerResolver = new ActionHandlerResolver(actionHandlers); actionService = new ActionService(WorldStateService, actionHandlerResolver); }
public ActionService(IWorldStateService worldStateService, IActionHandlerResolver actionHandlerResolver) { this.worldStateService = worldStateService; this.actionHandlerResolver = actionHandlerResolver; }