/// <summary>
 /// Creates a new <see cref="CreateItemChatCommand"/> instance.
 /// </summary>
 /// <param name="logger">Logger.</param>
 /// <param name="inventorySystem">Inventory system.</param>
 /// <param name="itemFactory">Item factory.</param>
 /// <param name="textPacketFactory">Text packet factory.</param>
 public CreateItemChatCommand(ILogger <CreateItemChatCommand> logger, IInventorySystem inventorySystem, IItemFactory itemFactory, ITextPacketFactory textPacketFactory)
 {
     _logger            = logger;
     _inventorySystem   = inventorySystem;
     _itemFactory       = itemFactory;
     _textPacketFactory = textPacketFactory;
 }
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    public Application(
        IWebSocketCore webSocketCore,
        IConnectionService connectionService,

        ILoginSystem loginSystem,
        ICommandSystem commandSystem,
        IMovementSystem movementSystem,
        IChatSystem chatSystem,
        IStoreSystem storeSystem,
        ICombatSystem combatSystem,
        IInventorySystem inventorySystem,

        ILocationSender locationSender,
        IChatSender chatSender,
        IJoinSender joinSender)
    {
        _webSocketCore     = webSocketCore;
        _connectionService = connectionService;

        _commandSystem   = commandSystem;
        _movementSystem  = movementSystem;
        _chatSystem      = chatSystem;
        _storeSystem     = storeSystem;
        _combatSystem    = combatSystem;
        _inventorySystem = inventorySystem;
        _loginSystem     = loginSystem;

        _locationSender = locationSender;
        _chatSender     = chatSender;
        _joinSender     = joinSender;
    }
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 private void Awake()
 {
     tooltipText     = tooltipPanel.GetComponentInChildren <Text>();
     playerCamera    = GetComponentInChildren <Camera>();
     inventorySystem = GetComponentInChildren <IInventorySystem>();
     playerManager   = GetComponent <IPlayerManager>();
 }
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 /// <summary>
 /// Creates a new <see cref="NpcShopSystem"/> instance.
 /// </summary>
 /// <param name="logger">Logger.</param>
 /// <param name="inventorySystem">Inventory System.</param>
 /// <param name="playerDataSystem">Player data system.</param>
 /// <param name="npcShopPacketFactory">Npc shop packet factory.</param>
 /// <param name="textPacketFactory">Text packet factory.</param>
 public NpcShopSystem(ILogger <NpcShopSystem> logger, IInventorySystem inventorySystem, IPlayerDataSystem playerDataSystem, INpcShopPacketFactory npcShopPacketFactory, ITextPacketFactory textPacketFactory)
 {
     _logger               = logger;
     _inventorySystem      = inventorySystem;
     _playerDataSystem     = playerDataSystem;
     _npcShopPacketFactory = npcShopPacketFactory;
     _textPacketFactory    = textPacketFactory;
 }
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 /// <summary>
 /// Creates a new <see cref="CustomizationSystem"/> instance.
 /// </summary>
 /// <param name="inventorySystem">Inventory system.</param>
 /// <param name="customizationPacketFactory">Customization packet factory.</param>
 /// <param name="worldServerConfiguration">World server configuration.</param>
 /// <param name="playerDataSystem">Player data system.</param>
 /// <param name="textPacketFactory">Text packet factory.</param>
 public CustomizationSystem(IInventorySystem inventorySystem, ICustomizationPacketFactory customizationPacketFactory, IOptions <WorldConfiguration> worldServerConfiguration, IPlayerDataSystem playerDataSystem, ITextPacketFactory textPacketFactory)
 {
     _inventorySystem            = inventorySystem;
     _customizationPacketFactory = customizationPacketFactory;
     _playerDataSystem           = playerDataSystem;
     _textPacketFactory          = textPacketFactory;
     _worldServerConfiguration   = worldServerConfiguration.Value;
 }
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 /// <summary>
 /// Creates a new <see cref="BattleSystem"/> instance.
 /// </summary>
 /// <param name="logger">Logger.</param>
 /// <param name="projectileSystem">Projectile system.</param>
 /// <param name="inventorySystem">Inventory system.</param>
 /// <param name="battlePacketFactory">Battle packet factory.</param>
 /// <param name="moverPacketFactory">Mover packet factory.</param>
 public BattleSystem(ILogger <BattleSystem> logger, IProjectileSystem projectileSystem, IInventorySystem inventorySystem, IBattlePacketFactory battlePacketFactory, IMoverPacketFactory moverPacketFactory)
 {
     _logger              = logger;
     _projectileSystem    = projectileSystem;
     _inventorySystem     = inventorySystem;
     _battlePacketFactory = battlePacketFactory;
     _moverPacketFactory  = moverPacketFactory;
 }
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 /// <summary>
 /// Creates a new <see cref="TradeSystem"/> instance.
 /// </summary>
 /// <param name="logger">Logger.</param>
 /// <param name="tradePacketFactory">Trade packet factory.</param>
 /// <param name="textPacketFactory">Text packet factory.</param>
 /// <param name="playerDataSystem">Player data system.</param>
 /// <param name="inventorySystem">Inventory system.</param>
 public TradeSystem(ILogger <TradeSystem> logger, ITradePacketFactory tradePacketFactory, ITextPacketFactory textPacketFactory, IPlayerDataSystem playerDataSystem, IInventorySystem inventorySystem)
 {
     _logger             = logger;
     _tradePacketFactory = tradePacketFactory;
     _textPacketFactory  = textPacketFactory;
     _playerDataSystem   = playerDataSystem;
     _inventorySystem    = inventorySystem;
 }
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        void Start()
        {
            manager = this;

            var childNode = new GameObject();

            childNode.transform.SetParent(transform);
            childNode.name   = "InventorySystem";
            iInventorySystem = childNode.AddComponent <InventorySystem>();
            onInventorySystemActived.OnNext(iInventorySystem);
        }
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 public SkillSystem(ILogger <SkillSystem> logger, IRhisisDatabase database, IGameResources gameResources, IBattleSystem battleSystem, IInventorySystem inventorySystem, IProjectileSystem projectileSystem, ISkillPacketFactory skillPacketFactory, ITextPacketFactory textPacketFactory, ISpecialEffectPacketFactory specialEffectPacketFactory, IMoverPacketFactory moverPacketFactory)
 {
     _logger                     = logger;
     _database                   = database;
     _gameResources              = gameResources;
     _battleSystem               = battleSystem;
     _inventorySystem            = inventorySystem;
     _projectileSystem           = projectileSystem;
     _skillPacketFactory         = skillPacketFactory;
     _textPacketFactory          = textPacketFactory;
     _specialEffectPacketFactory = specialEffectPacketFactory;
     _moverPacketFactory         = moverPacketFactory;
 }
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 public QuestSystem(ILogger <QuestSystem> logger, IRhisisDatabase database, IGameResources gameResources,
                    IPlayerDataSystem playerDataSystem, IInventorySystem inventorySystem, IExperienceSystem experienceSystem, IJobSystem jobSystem,
                    IQuestPacketFactory questPacketFactory, INpcDialogPacketFactory npcDialogPacketFactory, ITextPacketFactory textPacketFactory)
 {
     _logger                 = logger;
     _database               = database;
     _gameResources          = gameResources;
     _playerDataSystem       = playerDataSystem;
     _inventorySystem        = inventorySystem;
     _experienceSystem       = experienceSystem;
     _jobSystem              = jobSystem;
     _questPacketFactory     = questPacketFactory;
     _npcDialogPacketFactory = npcDialogPacketFactory;
     _textPacketFactory      = textPacketFactory;
 }
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 /// <summary>
 /// Creates a new <see cref="DefaultPlayerBehavior"/> instance.
 /// </summary>
 /// <param name="player">Current player.</param>
 /// <param name="worldConfiguration">World Server configuration.</param>
 /// <param name="mobilitySystem">Mobility system.</param>
 /// <param name="inventorySystem">Inventory system.</param>
 /// <param name="playerDataSystem">Player data system.</param>
 /// <param name="recoverySystem">Recovery system.</param>
 /// <param name="regionTriggerSystem">Region trigger system.</param>
 /// <param name="questSystem">Quest system.</param>
 /// <param name="experienceSystem">Experience system.</param>
 /// <param name="moverPacketFactory">Mover packet factory.</param>
 /// <param name="textPacketFactory">Text packet factory.</param>
 public DefaultPlayerBehavior(IPlayerEntity player,
                              IOptions <WorldConfiguration> worldConfiguration,
                              IMobilitySystem mobilitySystem,
                              IInventorySystem inventorySystem,
                              IPlayerDataSystem playerDataSystem,
                              IRecoverySystem recoverySystem,
                              IRegionTriggerSystem regionTriggerSystem,
                              IQuestSystem questSystem,
                              IExperienceSystem experienceSystem,
                              IMoverPacketFactory moverPacketFactory,
                              ITextPacketFactory textPacketFactory)
 {
     _player              = player;
     _worldConfiguration  = worldConfiguration.Value;
     _mobilitySystem      = mobilitySystem;
     _inventorySystem     = inventorySystem;
     _playerDataSystem    = playerDataSystem;
     _recoverySystem      = recoverySystem;
     _regionTriggerSystem = regionTriggerSystem;
     _questSystem         = questSystem;
     _experienceSystem    = experienceSystem;
     _moverPacketFactory  = moverPacketFactory;
     _textPacketFactory   = textPacketFactory;
 }
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 /// <summary>
 /// Creates a new <see cref="InventoryHandler"/> instance.
 /// </summary>
 /// <param name="inventorySystem">Inventory System.</param>
 public InventoryHandler(IInventorySystem inventorySystem)
 {
     _inventorySystem = inventorySystem;
 }
Exemple #13
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 private void Awake()
 {
     objectPooler    = FindObjectOfType <ObjectPooler>();
     inventorySystem = FindObjectOfType <InventorySystem>();
 }