public SelectUnitState(IGameBattle gameBattle, IGameMap gameMap, IUnitSummaryWindow unitSummaryWindow, IInputStateFactory inputStateFactory) { _gameBattle = gameBattle; _gameMap = gameMap; _unitSummaryWindow = unitSummaryWindow; _inputStateFactory = inputStateFactory; }
public PreviewMoveUnitState(IGameBattle gameBattle, IGameMap gameMap, IGameUnit unit, IUnitSummaryWindow unitSummaryWindow) { _gameBattle = gameBattle; _gameMap = gameMap; _unit = unit; _unitSummaryWindow = unitSummaryWindow; }
public void FindGameSceneBattle() { if (_gameSceneBattle == null) { var sceneBattle = Component.FindObjectOfType <GameBattle>(); _gameSceneBattle = sceneBattle; } }
public ExecuteAbilityState(IGameBattle gameBattle, IGameUnit unitCasting, IAbility abilityTargeting, int targetX, int targetY) { _gameBattle = gameBattle; _unitCasting = unitCasting; _abilityTargeting = abilityTargeting; _targetX = targetX; _targetY = targetY; }
public UnitSelectActionState(IGameBattle gameBattle, IGameMap gameMap, IGameUnit unit, IUnitActionWindow unitActionWindow, IInputStateFactory inputStateFactory) { _gameBattle = gameBattle; _gameMap = gameMap; _unit = unit; _unitActionWindow = unitActionWindow; _inputStateFactory = inputStateFactory; }
public MovingUnitState(IGameBattle gameBattle, IGameMap gameMap, IGameUnit unit, IGameMapMovementRoute route, IInputStateFactory inputStateFactory) { _gameBattle = gameBattle; _gameMap = gameMap; _unit = unit; _route = route; _inputStateFactory = inputStateFactory; }
public UnitSelectAbilityState(IGameBattle gameBattle, IGameUnit unit, AbilityCategory abilityCategory, IUnitAbilitiesWindow selectedUnitAbilitiesWindow, IInputStateFactory inputStateFactory) { _gameBattle = gameBattle; _unit = unit; _abilityCategory = abilityCategory; _unitAbilitiesWindow = selectedUnitAbilitiesWindow; _inputStateFactory = inputStateFactory; }
public TargetAbilityState(IGameBattle gameBattle, IGameMap gameMap, IGameUnit unitCasting, IAbility abilityTargeting, IInputStateFactory inputStateFactory) { _gameBattle = gameBattle; _gameMap = gameMap; _unitCasting = unitCasting; _abilityTargeting = abilityTargeting; _inputStateFactory = inputStateFactory; }
public InputStateFactory( IGameBattle gameBattle, IGameMap gameMap, IUnitSummaryWindow unitSummaryWindow, IUnitDetailsWindow unitDetailsWindow, IUnitActionWindow unitActionWindow, IUnitAbilitiesWindow selectedUnitAbilitiesWindow, IEndPhaseWindow endPhaseWindow) { _gameBattle = gameBattle; _gameMap = gameMap; _unitSummaryWindow = unitSummaryWindow; _unitDetailsWindow = unitDetailsWindow; _unitActionWindow = unitActionWindow; _unitAbilitiesWindow = selectedUnitAbilitiesWindow; _endPhaseWindow = endPhaseWindow; }
public UnitDetailsState(IGameBattle gameBattle, IGameUnit unit, IUnitDetailsWindow unitDetailsWindow) { _gameBattle = gameBattle; _unit = unit; _unitDetailsWindow = unitDetailsWindow; }
public EndTurnWindowState(IGameBattle gameBattle, IEndPhaseWindow endPhaseWindow) { _gameBattle = gameBattle; _endPhaseWindow = endPhaseWindow; }