public KeepDistanceActivity(IActionFactory actionFactory, int preferredDistance, INavigator navigator, GameEntity targetToKeepDistanceTo, ICalculatedAreaAccessor calculatedAreaAccessor, IRandomNumberGenerator rng, string name, IOsnowaContextManager contextManager) : base(name) { _actionFactory = actionFactory; _preferredDistance = preferredDistance; _navigator = navigator; _targetToKeepDistanceTo = targetToKeepDistanceTo; _calculatedAreaAccessor = calculatedAreaAccessor; _rng = rng; _contextManager = contextManager; _lastTargetPosition = targetToKeepDistanceTo.position.Position; }
public PostHeartbeatSystem(IEntityDetector entityDetector, IGameConfig gameConfig, ICalculatedAreaAccessor calculatedAreaAccessor, IStimulusReceiver stimulusReceiver, IPathfinder pathfinder, IBroadcastStimulusSender broadcastStimulusSender, IPositionEffectPresenter positionEffectPresenter, GameContext context, IFriendshipResolver friendshipResolver, IUiFacade uiFacade, IOsnowaContextManager contextManager) : base(context) { _entityDetector = entityDetector; _gameConfig = gameConfig; _calculatedAreaAccessor = calculatedAreaAccessor; _stimulusReceiver = stimulusReceiver; _pathfinder = pathfinder; _broadcastStimulusSender = broadcastStimulusSender; _positionEffectPresenter = positionEffectPresenter; _friendshipResolver = friendshipResolver; _uiFacade = uiFacade; _contextManager = contextManager; _context = context; }
public ActivityCreationContext(INavigator navigator, IRandomNumberGenerator rng, IActionFactory actionFactory, ISceneContext sceneContext, IExampleContextManager contextManager, IGameConfig gameConfig, IEntityDetector entityDetector, ICalculatedAreaAccessor calculatedAreaAccessor, IUiFacade uiFacade, IRasterLineCreator rasterLineCreator, IPositionEffectPresenter positionEffectPresenter, IFriendshipResolver friendshipResolver, GameContext context) { Navigator = navigator; Rng = rng; ActionFactory = actionFactory; SceneContext = sceneContext; ContextManager = contextManager; GameConfig = gameConfig; EntityDetector = entityDetector; CalculatedAreaAccessor = calculatedAreaAccessor; UiFacade = uiFacade; RasterLineCreator = rasterLineCreator; PositionEffectPresenter = positionEffectPresenter; FriendshipResolver = friendshipResolver; Context = context; }
public RunAwayActivity(IActionFactory actionFactory, ICalculatedAreaAccessor calculatedAreaAccessor, Position floodSource, string name) : base(name) { _actionFactory = actionFactory; _calculatedAreaAccessor = calculatedAreaAccessor; _floodSource = floodSource; }