protected virtual void OnMeleeChange(IMeleeWeapon weapon, bool set = false) { if (!set) { } else { } }
static void Main(string[] args) { IMeleeWeapon MeleeWeapon = Generator.MeleeWeapon(); IRangeWeapon RangeWeapon = Generator.RangeWeapon(); // Constructor DI Hunter hunter = Generator.MakeHunter(MeleeWeapon, RangeWeapon); GearUp gearUp = Generator.ReadyGearUp(); gearUp.HuntGearUp(); IBehemoth behemoth = Generator.MakeBehemoth(gearUp.behemothType); IHunt Hunt = Generator.Hunt(gearUp.meleeWeapon, gearUp.rangeWeapon); Hunt.Attack(hunter, behemoth); Hunt.HuntResult(hunter, behemoth); Console.ReadKey(); }
static void Main() { IMeleeWeapon MeleeWeapon = Generator.MeleeWeapon(); IRangeWeapon RangeWeapon = Generator.RangeWeapon(); Hunter hunter = Generator.MakeHunter(); GearUp gearUp = Generator.ReadyGearUp(); gearUp.HuntGearUp(); // Method DI hunter.EquipMeleeWeapon(new MeleeWeapon()); hunter.EquipRangeWeapon(new RangeWeapon()); IBehemoth behemoth = Generator.MakeBehemoth(gearUp.behemothType); IHunt Hunt = Generator.Hunt(gearUp.meeleWeapon, gearUp.rangeWeapon); Hunt.Attack(hunter, behemoth); Hunt.HuntResult(hunter, behemoth); Console.ReadKey(); }
public void EquipWeapon(IMeleeWeapon weapon) { this.meleeWeapon = weapon; }
public MeleeToRangeAdapter(IMeleeWeapon melee) { meleeWeapon = melee; }
public void EquipMeleeWeapon(IMeleeWeapon meleeWeapon) { _meleeWeapon = meleeWeapon; }
protected override void OnAwake() { m_MeleeWeapon = GetComponent <IMeleeWeapon>(); base.OnAwake(); }
public static Hunter MakeHunter(IMeleeWeapon meleeWeapon, IRangeWeapon rangeWeapon) { return(new Hunter(100, meleeWeapon, rangeWeapon)); }
// Constructor DI public Hunter(int health, IMeleeWeapon meleeWeapon, IRangeWeapon rangeWeapon) { this.health = health; _meleeWeapon = meleeWeapon; _rangeWeapon = rangeWeapon; }
public void Equip(IMeleeWeapon meleeWeapon) { throw new NotImplementedException(); }