Exemple #1
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 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;
        }
Exemple #3
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 public void FindGameSceneBattle()
 {
     if (_gameSceneBattle == null)
     {
         var sceneBattle = Component.FindObjectOfType <GameBattle>();
         _gameSceneBattle = sceneBattle;
     }
 }
Exemple #4
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 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;
        }
Exemple #6
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        public MovingUnitState(IGameBattle gameBattle, IGameMap gameMap, IGameUnit unit, IGameMapMovementRoute route, IInputStateFactory inputStateFactory)
        {
            _gameBattle = gameBattle;
            _gameMap    = gameMap;
            _unit       = unit;
            _route      = route;

            _inputStateFactory = inputStateFactory;
        }
Exemple #7
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        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;
        }
Exemple #10
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 public UnitDetailsState(IGameBattle gameBattle, IGameUnit unit, IUnitDetailsWindow unitDetailsWindow)
 {
     _gameBattle        = gameBattle;
     _unit              = unit;
     _unitDetailsWindow = unitDetailsWindow;
 }
Exemple #11
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 public EndTurnWindowState(IGameBattle gameBattle, IEndPhaseWindow endPhaseWindow)
 {
     _gameBattle     = gameBattle;
     _endPhaseWindow = endPhaseWindow;
 }