public SelectUnitState(IGameBattle gameBattle, IGameMap gameMap, IUnitSummaryWindow unitSummaryWindow, IInputStateFactory inputStateFactory) { _gameBattle = gameBattle; _gameMap = gameMap; _unitSummaryWindow = unitSummaryWindow; _inputStateFactory = inputStateFactory; }
private void CreateStateFactory() { if (_inputStateFactory != null) { return; } _inputStateFactory = new InputStateFactory(this, _gameMap, uiUnitSummaryWindow, unitDetailsWindow, unitActionWindow, unitAbilitiesWindow, endPhaseWindow); }
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; }