public StageInitializeUseCase( IPhaseProvider phaseProvider, IPhaseRegister phaseRegister, IResidueCharacters residueCharacters, IResidueEnemies residueEnemies, ICharacterBufferInitializer bufferInitializer, ILoadCharacter loadCharacter, ILoadStage loadStage, IDiceFactory diceFactory, ICharacterFactory characterFactory, IStageInitializer stageInitializer, PanelView.Factory panelFactory) { _phaseProvider = phaseProvider; _phaseRegister = phaseRegister; _residueCharacters = residueCharacters; _residueEnemies = residueEnemies; _bufferInitializer = bufferInitializer; _loadCharacter = loadCharacter; _loadStage = loadStage; _diceFactory = diceFactory; _characterFactory = characterFactory; _stageInitializer = stageInitializer; _panelFactory = panelFactory; }
public CpuCharacterPresenter( ICharacterView characterView, IPhaseProvider phaseProvider, IPhaseRegister phaseRegister, ICurrentSkillModel currentSkill, ITurnCharacterProvider turnCharacter, IDamagePhaseFinalizer damagePhaseFinalizer, IResidueCharacterRegister residueCharacter, IResidueEnemyRegister enemyRegister, IMoveLoadProvider moveLoadProvider, ICharacterMove characterMove, ICpuUseCase cpuUseCase, Character character ) { _characterView = characterView; _phaseProvider = phaseProvider; _phaseRegister = phaseRegister; _currentSkill = currentSkill; _turnCharacter = turnCharacter; _damagePhaseFinalizer = damagePhaseFinalizer; _enemyRegister = enemyRegister; _moveLoadProvider = moveLoadProvider; _characterMove = characterMove; _cpuUseCase = cpuUseCase; _character = character; }
public ClearScreenPresenter( ClearScreen screen, IPhaseRegister phaseRegister ) { _screen = screen; _phaseRegister = phaseRegister; }
public TitleScreenPresenter( TitleScreen screen, IPhaseProvider phaseProvider, IPhaseRegister phaseRegister) { _screen = screen; _phaseProvider = phaseProvider; _phaseRegister = phaseRegister; }
public TurnFinalizeUseCase( IPhaseRegister phaseRegister, IPhaseProvider phaseProvider, IResidueCharacters residueCharacters, IResidueEnemies residueEnemies ) { _phaseRegister = phaseRegister; _phaseProvider = phaseProvider; _residueCharacters = residueCharacters; _residueEnemies = residueEnemies; }
public MoveScreenPresenter( MoveScreen screen, IPhaseProvider phaseProvider, IPhaseRegister phaseRegister, IMoveLoadRegister moveLoadRegister, ITurnCharacterProvider turnCharacter) { _screen = screen; _phaseProvider = phaseProvider; _phaseRegister = phaseRegister; _moveLoadRegister = moveLoadRegister; _turnCharacter = turnCharacter; }
public AttackScreenPresenter( AttackScreen screen, IPhaseProvider phaseProvider, IPhaseRegister phaseRegister, ITurnCharacterProvider turnCharacter, ITargetUseCase targetUseCase, ITargetSubmitter targetSubmitter) { _screen = screen; _phaseProvider = phaseProvider; _phaseRegister = phaseRegister; _turnCharacter = turnCharacter; _targetUseCase = targetUseCase; _targetSubmitter = targetSubmitter; }
public PhaseFinalizeUseCase( IPhaseRegister phaseRegister, IDamageProvider damageProvider, ICurrentSkillModel skillModel, IMoveHandler moveHandler, ITurnCharacterProvider turnCharacter, ITargetProvider targetProvider) { _phaseRegister = phaseRegister; _damageProvider = damageProvider; _skillModel = skillModel; _moveHandler = moveHandler; _turnCharacter = turnCharacter; _targetProvider = targetProvider; }