/// <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; }
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; }
private void Awake() { tooltipText = tooltipPanel.GetComponentInChildren <Text>(); playerCamera = GetComponentInChildren <Camera>(); inventorySystem = GetComponentInChildren <IInventorySystem>(); playerManager = GetComponent <IPlayerManager>(); }
/// <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; }
/// <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; }
/// <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; }
/// <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; }
void Start() { manager = this; var childNode = new GameObject(); childNode.transform.SetParent(transform); childNode.name = "InventorySystem"; iInventorySystem = childNode.AddComponent <InventorySystem>(); onInventorySystemActived.OnNext(iInventorySystem); }
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; }
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; }
/// <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; }
/// <summary> /// Creates a new <see cref="InventoryHandler"/> instance. /// </summary> /// <param name="inventorySystem">Inventory System.</param> public InventoryHandler(IInventorySystem inventorySystem) { _inventorySystem = inventorySystem; }
private void Awake() { objectPooler = FindObjectOfType <ObjectPooler>(); inventorySystem = FindObjectOfType <InventorySystem>(); }