private void SetupView(IInventoryView inventoryView) { inventoryView.Selected += OnItemSelected; inventoryView.Deselected += OnItemDeselected; inventoryView.Init(); }
private void SetupView(IInventoryView inventoryView) { inventoryView.Initialize(); inventoryView.Display(_itemsRepository.Collection.Values.ToList()); inventoryView.InventoryClosed += HideInventory; inventoryView.Selected += OnItemSelected; inventoryView.Deselected += OnItemDeselected; }
public InventoryController([NotNull] IRepository <int, IItem> repository, [NotNull] IInventoryModel inventoryModel, [NotNull] IInventoryView inventoryView) { _inventoryModel = inventoryModel ?? throw new ArgumentNullException(nameof(inventoryModel)); _repository = repository ?? throw new ArgumentNullException(nameof(repository)); _inventoryView = inventoryView ?? throw new ArgumentNullException(nameof(inventoryView)); SetupView(_inventoryView); }
public InventoryController(HotbarController hotbarController, IInventoryView view) { this.hotbarController = hotbarController; this.view = view; var timer = new Timer(500); timer.Elapsed += (sender, args) => timerElapsed = true; fsm = createStateMachine(timer); fsm.Start(); }
public InventoryPresenter(IInventoryView iv) { inventoryView = iv; // Adds Product Editor control to Inventory view EventAggregator.Instance.Subscribe <InventoryShowProductEditorView>(OnBtnShowProductView_Click); EventAggregator.Instance.Subscribe <InventoryProductDetails>(OnDisplayProductDetails); // Adds Search Results control to Inventory view EventAggregator.Instance.Subscribe <InventoryShowSearchResultView>(OnBtnShowSearchResultsView_Click); //EventAggregator.Instance.Subscribe<InventoryProductSearch>(OnBtnShowSearchResultsView_Click); }
void Start() { var goodTeam = new Team(); undeadTeam = new Team(); goodTeam.Enemies.Add(undeadTeam); undeadTeam.Enemies.Add(goodTeam); rand = new System.Random(1); fP = new FactoryProvider(); fP.Initialize(); var islandIndex = new TopDownCircleSpaceIndex(500); fP.InterIslandCollisionFactory.TopdownIslandIndex = islandIndex; var unityViewFactory = new UnityViewFactory(); fP.IslandElementUnityViewFactory.UnityViewFactory = unityViewFactory; InventoryDatabase inventoryDatabase = new InventoryDatabase(unityViewFactory); unitBuilder = new UnitBuilder(fP.IslandElementFactory, unityViewFactory, inventoryDatabase); var worldBuilder = new WorldBuilder(unitBuilder, new BuildingBuilder(), unityViewFactory, inventoryDatabase); worldBuilder.BuildWorld(fP); islands = fP.IslandFactory.elements; var elementTypes = new List <IElementalType> { new Magma(), new Lightning(), new Psychic(), new Toxic(), new Water() }; foreach (var eType in elementTypes.Skip(4)) { var onIsland = islands[0]; var position = new Vector3(eType.GetName().Length - 6, 0, eType.DamageMultiplierAgainst(new Magma()) - 2); units.Add(unitBuilder.GetWizard(eType, onIsland, position, goodTeam)); } cam = new FollowCamera(); minimap = new Minimap(islandIndex, cam); inventoryView = new CoolInventoryView(new GameObjectManager(), cam, new ModelToEntity()); inventoryView.SetDatabase(inventoryDatabase); FocusOnUnit(units[0]); }
public void SetActiveToInventoryView(IInventoryView view) { this.view = view; }
public void Inject(IInventoryView inventoryView, ILoadController loadControl) { _inventoryView = inventoryView; _loadControl = loadControl; }
private void SetupView(IInventoryView inventoryView) { // здесь могут быть дополнительные настройки inventoryView.Selected += OnItemSelected; inventoryView.Deselected += OnItemDeselected; }
public void RemoveInventoryView(IInventoryView variableInventoryView) { InventoryViews.Remove(variableInventoryView); }
public void AddInventoryView(IInventoryView variableInventoryView) { variableInventoryView.Init(); InventoryViews.Add(variableInventoryView); variableInventoryView.SetCellCallback(OnCellClick, OnCellOptionClick, OnCellEnter, OnCellExit); }
public void Inject(IInventoryView inventorView, ILoadController loadControl) { Wear = inventorView.GetWearSlots(); _boneCombine = new BoneCombiner(Rigg); _loadControl = loadControl; }
private void SetupView(IInventoryView inventoryView) { inventoryView.Selected += OnItemSelected; inventoryView.Deselected += OnItemDeselected; inventoryView.OnShedExit += HideInventory; }