public BuildingController(IBuildingService buildingService, ILogger logger, IBuildingFactory buildingFactory, IHouseInfoService houseInfoService) { _buildingService = buildingService; _ILogger = logger; _buildingFactory = buildingFactory; _houseInfoService = houseInfoService; }
public TestCommandExecutor() { this.database = new TestDatabase(); this.buildingFactory = new BuildingFactory(); this.unitFactory = new UnitFactory(); this.resourceFactory = new ResourceFactory(); }
public void InjectDependencies( DiContainer container, DescriptionTooltip tooltip, IBuildingFactory buildingFactory ) { Container = container; Tooltip = tooltip; BuildingFactory = buildingFactory; }
public FreeBuildingApplier( IBuildingProductionValidityLogic buildingProductionValidityLogic, IBuildingFactory buildingFactory ) { BuildingProductionValidityLogic = buildingProductionValidityLogic; BuildingFactory = buildingFactory; }
public Engine(IBuildingFactory buildingFactory, IResourseFactory resourseFactory, IUnitFactory unitFactory, IData empireData, IInputReader reader, IOutputWriter writer) { this.buildingFactory = buildingFactory; this.resourseFactory = resourseFactory; this.unitFactory = unitFactory; this.empireData = empireData; this.reader = reader; this.writer = writer; }
public Engine(IUserInterface userInterface,IDatabase db) { this.buildingFactory = new BuildingFactory(); this.resourceFactory = new ResourceFactory(); this.unitFactory = new UnitFactory(); this.io = userInterface; this.db = db; }
public Engine(IUnitFactory unitFactory, IResourceFactory resourceFactory,IBuildingFactory buildingFactory, IInputReader reader, IOutputWriter writer, IEmpiresData data) { this.unitFactory = unitFactory; this.resourceFactory = resourceFactory; this.buildingFactory = buildingFactory; this.reader = reader; this.writer = writer; this.data = data; }
public Engine(IBuildingFactory buildingFactory, IResourceFactory resourceFactory, IUnitFactory unitFactory, IData data, IInputReader reader, IOuptupWriter writer) { this.buildingFactory = buildingFactory; this.resourceFactory = resourceFactory; this.unitFactory = unitFactory; this.data = data; this.reader = reader; this.writer = writer; }
public FreeBuildingsResponder( CitySignals citySignals, IBuildingFactory buildingFactory, IBuildingProductionValidityLogic buildingValidityLogic ) { CitySignals = citySignals; BuildingFactory = buildingFactory; BuildingValidityLogic = buildingValidityLogic; }
public Engine(IBuildingFactory buildingFactory, IResourceFactory resourceFactory, IUnitFactory unitFactory, IEmpiresData data, IInputReader reader, IOutputWriter writer) { this.buildingFactory = buildingFactory; this.resourceFactory = resourceFactory; this.unitFactory = unitFactory; this.data = data; this.reader = reader; this.writer = writer; }
public ProductionProject(IBuildingTemplate buildingToConstruct, IBuildingFactory buildingFactory) { if (buildingToConstruct == null) { throw new ArgumentNullException("buildingToConstruct"); } BuildingToConstruct = buildingToConstruct; BuildingFactory = buildingFactory; }
public Engine( IReader reader, IWriter writer, IBuildingFactory buildingFactory, IBuildingData buildingData) { this.reader = reader; this.Writer = writer; this.buildingFactory = buildingFactory; this.buildingData = buildingData; }
public CapitalCityCanon( IPossessionRelationship <ICity, IBuilding> buildingPossessionCanon, ICityConfig cityConfig, IBuildingFactory buildingFactory, IPossessionRelationship <ICivilization, ICity> cityPossessionCanon ) { BuildingPossessionCanon = buildingPossessionCanon; CityConfig = cityConfig; BuildingFactory = buildingFactory; CityPossessionCanon = cityPossessionCanon; }
public static void AddFactory(IBuildingRegister register) { Type unitType = register.GetBuildingType(); IBuildingFactory f = register.CreateFactory(); if (Factories.ContainsKey(unitType)) { return; //már fel van véve... } Factories.Add(unitType, f); }
public BuildingComposer( IHexGrid grid, IBuildingFactory buildingFactory, IPossessionRelationship <ICity, IBuilding> buildingPossessionCanon, IPossessionRelationship <IHexCell, ICity> cityLocationCanon, List <IBuildingTemplate> allBuildingTemplates ) { Grid = grid; BuildingFactory = buildingFactory; BuildingPossessionCanon = buildingPossessionCanon; CityLocationCanon = cityLocationCanon; AllBuildingTemplates = allBuildingTemplates; }
public ProductionProjectFactory( IBuildingFactory buildingFactory, IUnitFactory unitFactory, IPossessionRelationship <ICivilization, ICity> cityPossessionCanon, IPossessionRelationship <IHexCell, ICity> cityLocationCanon, IStartingExperienceLogic startingExperienceLogic, ILocalPromotionLogic localPromotionLogic ) { BuildingFactory = buildingFactory; UnitFactory = unitFactory; CityPossessionCanon = cityPossessionCanon; CityLocationCanon = cityLocationCanon; StartingExperienceLogic = startingExperienceLogic; LocalPromotionLogic = localPromotionLogic; }
public Engine( IBuildingFactory buildingFactory, IResourceFactory resourceFactory, IUnitFactory unitFactory, IDatabase db, IInputReader reader, IOutputWriter writer) { this.buildingFactory = buildingFactory; this.resourceFactory = resourceFactory; this.unitFactory = unitFactory; this.db = db; this.reader = reader; this.writer = writer; }
public Henhouse(BuildingCollection ctx, IBuildingFactory factory, Vector posVector) { CtxCollection = ctx ?? throw new ArgumentNullException(nameof(ctx)); PosVector = posVector; Racks = new List <IRack> { new SeedRack(this) }; Factory = factory; MaxCapacity = FarmOptions.DefaultHenHouseLimit; Lvl = 0; Chikens = new List <Chicken>(MaxCapacity * Lvl); DyingChickens = new List <Chicken>(); var interactionZonePos = new Vector(posVector.X + 20, PosVector.Y + 96); InteractionZone = new InteractionZone(interactionZonePos, 15, 15); }
public void InjectDependencies(IBuildingProductionValidityLogic buildingValidityLogic, IUnitProductionValidityLogic unitValidityLogic, ITechCanon techCanon, IPossessionRelationship <ICivilization, ICity> cityPossessionCanon, IProductionProjectFactory projectFactory, DiContainer container, List <IBuildingTemplate> allBuildingTemplates, IBuildingFactory buildingFactory, CitySignals citySignals ) { BuildingValidityLogic = buildingValidityLogic; UnitValidityLogic = unitValidityLogic; TechCanon = techCanon; CityPossessionCanon = cityPossessionCanon; ProjectFactory = projectFactory; Container = container; AllBuildingTemplates = allBuildingTemplates; BuildingFactory = buildingFactory; CitySignals = citySignals; }
public EnvironmentGeneratorBase(IBuildingFactory buildingFactory, ICreatureFactory creatureFactory, IWeaponFactory weaponFactory) { _buildingFactory = buildingFactory; _creatureFactory = creatureFactory; _weaponFactory = weaponFactory; }
public UserController(IUserService userService, IBuildingFactory buildingFactory, IFriendService friendService) { _userService = userService; _friendService = friendService; _buildingFactory = buildingFactory; }
public BuildingService(IBuildingDA buildingDA, IBuildingFactory buildingFactory) { _buildingDA = buildingDA; _buildingFactory = buildingFactory; }
public ChickenStore(BuildingCollection ctxCollection, IBuildingFactory factory, Vector posVector) { CtxCollection = ctxCollection; Factory = factory; PosVector = posVector; }
public Builder(BuildingCollection ctxCollection, IBuildingFactory factory, Vector posVector) { CtxCollection = ctxCollection; Factory = factory; PosVector = posVector; }
public Engine(IOutputWriter writer, IInputReader reader, IResourceFactory resourceFactory, IUnitFactory unitFactory, IBuildingFactory buildingFactory, IDatabase database) { }