public ShopPurchaseMessageHandler(IShopItemDataStore shopItemDataStore, IItemPartDataStore itemPartDataStore, ICharacterBuilder characterBuilder, IUnitOfWorkFactory unitOfWorkFactory) { _shopItemDataStore = shopItemDataStore; _itemPartDataStore = itemPartDataStore; _characterBuilder = characterBuilder; _unitOfWorkFactory = unitOfWorkFactory; }
public static ICharacter Construct(ICharacterBuilder builder) { builder.AddCharacterAttr(); builder.AddGameObject(); builder.AddInCharacterSystem(); return(builder.GetResult()); }
public DestinyDeckBuilder(ICardDefinitionConverter cardDefinitionService, IBattlefieldBuilder battleFieldBuilder, IPlayableCardBuilder playableCardBuilder, ICharacterBuilder characterBuilder) { _cardDefinitionService = cardDefinitionService; _characterBuilder = characterBuilder; _playableCardBuilder = playableCardBuilder; _battleFieldBuilder = battleFieldBuilder; }
//建造流程 public void construct(ICharacterBuilder characterBuilder) { characterBuilder.loadAsset(); characterBuilder.setCharacterAttr(); characterBuilder.setWeapon(); characterBuilder.setAI(); characterBuilder.setSteerings(); characterBuilder.setSensors(); }
public ICharacter Construct(ICharacterBuilder builder) { builder.AddCharacterGO(); builder.AddAttr(); builder.SetRoad(); builder.SetType(); builder.SetTargets(); builder.AddInCharacterSys(); return(builder.GetResult()); }
// 建立 public void Construct(ICharacterBuilder theBuilder) { // 利用Builder产生各部份加入Product中 theBuilder.LoadAssetGameObject(); theBuilder.AddOnClickScript(); theBuilder.SetCharacterAttr(); theBuilder.AddAI(); // 加入管理器內 theBuilder.AddCharacterSystem(m_GameManage); }
// 建立 public void Construct(ICharacterBuilder theBuilder) { // 利用Builder產生各部份加入Product中 theBuilder.LoadAsset( ++m_GameObjectID ); theBuilder.AddOnClickScript(); theBuilder.AddWeapon(); theBuilder.SetCharacterAttr(); theBuilder.AddAI(); // 加入管理器內 theBuilder.AddCharacterSystem( m_PBDGame ); }
// 构建 public void Construct(ICharacterBuilder theBuilder) { // 利用Builder产生的各个部分加入Product中 theBuilder.LoadAsset(++m_GameObjectID); theBuilder.AddOnClickScript(); theBuilder.AddWeapon(); theBuilder.SetCharacterAttr(); theBuilder.AddAI(); // 加入管理器 theBuilder.AddCharacterSystem(m_RTSGame); }
/// <summary> /// 建造方法(流程) /// </summary> /// <param name="theBuilder"></param> public void Construct(ICharacterBuilder theBuilder) { //加载角色资源 theBuilder.LoadAsset(++m_GameObjectID); //加载武器资源 theBuilder.SetWeapon(); //设置属性 theBuilder.SetCharacterAttr(); //设置AI theBuilder.SetAI(); // 加入管理器 theBuilder.AddCharacterSystem(m_GM); }
public void SetCharacterSelected(int playerId, ICharacterBuilder charSelected) { selectedFGChars.Add(playerId, charSelected); }
public CharacterSeed(ICharacterBuilder characterBuilder) { _characterBuilder = characterBuilder; }
public ReserveCharacterMessageHandler(ICharacterBuilder characterBuilder) { _characterBuilder = characterBuilder; }
public FightingGameCharacter Build(ICharacterBuilder charBuilder) { currFGChar = charBuilder.CreateCharacter(services); charBuilder.Build(services); return(currFGChar); }
public CharacterCreator(ICharacterBuilder characterBuilder) { CharacterBuilder = characterBuilder; }
public CharacterBuilderDisplay(AbstractCharacter character) { Builder = new HumanBuilder(character); InitKeyAssociations(); }
public CharacterBuilderDisplay() { Builder = new HumanBuilder(); InitKeyAssociations(); }