public StateRunning( IInput input, IPath path, IBall ball, IOpts opts, CircularArray <Vector3> directions) : base(input) { this.path = path; this.ball = ball; this.opts = opts; this.directions = directions; }
public Main( IOpts opts, TilePool pool, ICamera camera, RandomAccessArray <Vector3> directions) { this.opts = opts; this.pool = pool; this.camera = camera; this.directions = directions; this.startDirection = opts.Directions[0]; this.block = new List <ITile>(this.opts.LootBlock); }
private Strategy GetStrategy(IOpts opts) { switch (opts.LootStrategy) { case Opts.Loot.Random: return(new StrategyRandom()); case Opts.Loot.Ordered: return(new StrategyOrdered()); default: throw new ArgumentOutOfRangeException(); } }
public StateInitial( SignalBus signalBus, IInput input, IPath path, IBall ball, IOpts opts, IView gain, ILoot loot) : base(input) { this.signalBus = signalBus; this.path = path; this.ball = ball; this.opts = opts; this.gain = gain; this.loot = loot; }