public HitPointsService(CharactersRepository repo, IDiceService diceService, IDamageService damageService, IHealService healService) { _repo = repo; _diceService = diceService; _damageService = damageService; _healService = healService; }
public ClaimsController(IClaimService claimsService, IPolicyService policyService, IDamageService damageService, UserManager <ApplicationUser> userManager) { this.claimsService = claimsService; this.policyService = policyService; this.damageService = damageService; this.userManager = userManager; }
public DamageRequestController() { var dbfactory = new DatabaseFactory(); _IDamageService = new DamageService(new InvDamageRepository(dbfactory), new NotificationRepository(dbfactory), new NotificationDetailRepository(dbfactory), new InvDamageApprovalRepository(dbfactory), new UnitOfWork(dbfactory)); _IDamageDetailService = new DamageDetailService(new InvDamageDetailRepository(dbfactory), new UnitOfWork(dbfactory)); _SecCompanyService = new SecCompanyService(new SecCompanyRepository(dbfactory), new UnitOfWork(dbfactory)); _officeService = new OfficeService(new OfficeRepository(dbfactory), new UnitOfWork(dbfactory)); _hrmEmployeeService = new HrmEmployeeService(new HrmEmployeeRepository(dbfactory), new UnitOfWork(dbfactory)); }
public DamageController() { var dbfactory = new DatabaseFactory(); _DamageService = new DamageService(new InvDamageRepository(dbfactory), new NotificationRepository(dbfactory), new NotificationDetailRepository(dbfactory), new InvDamageApprovalRepository(dbfactory), new UnitOfWork(dbfactory)); _approvalController = new ApprovalController<InvDamageApproval, InvDamage>(_DamageService); _SecCompanyService = new SecCompanyService(new SecCompanyRepository(dbfactory), new UnitOfWork(dbfactory)); _DamageDetailService = new DamageDetailService(new InvDamageDetailRepository(dbfactory), new UnitOfWork(dbfactory)); //approval controller - to control all approvals }
public DemoDamagesViewModel(DialogService dialogService, IDamageService damageService) { _dialogService = dialogService; _damageService = damageService; TeamSelectors.Add(new ComboboxSelector("CT", Properties.Resources.CounterTerrorists)); TeamSelectors.Add(new ComboboxSelector("T", Properties.Resources.Terrorists)); if (IsInDesignMode) { Application.Current.Dispatcher.Invoke(async() => { await LoadDatas(new List <long>(), new List <int>()); }); } }
public DamagesController(IDamageService damagesService) { this.damagesService = damagesService; }
public DamageListController(DataContext context, IDamageService damageService, IMapper mapper) { this.context = context; this.mapper = mapper; this.damageService = damageService; }
/// <summary> /// Constructor for the controller that sets a context for each of the services. /// Which service is passed is controlled by the Enviornment in the startup /// </summary> /// <seealso cref="Startup"/> /// <param name="damService">Either fake or live AI Damage Service</param> /// <param name="veService">Either fake or live Back End Service</param> /// <param name="blService">Either fake or live blob stroage service</param> public ClockController(IDamageService damService, IBEService veService, IBlobService blService) { _damageService = damService; _vehicleService = veService; _blobService = blService; }
public DemoDamagesViewModel(DialogService dialogService, IDamageService damageService) { _dialogService = dialogService; _damageService = damageService; TeamSelectors.Add(new ComboboxSelector("CT", "Counter-Terrorists")); TeamSelectors.Add(new ComboboxSelector("T", "Terrorists")); if (IsInDesignMode) { Application.Current.Dispatcher.Invoke(async () => { await LoadDatas(new List<long>(), new List<int>()); }); } }
public FightManager(ITextService textService, ICreatureService creatureService) { _textService = textService; CreatureService = creatureService; _damageService = new DamageService(); }