// use the scene generator factory, because a specific SceneGenerator might be shared if given as argument
 public ControllerBase(IUniverse universe, ISceneTranslator sceneTranslator, ISceneGeneratorFactory sceneGeneratorFactory, ISink channelSink)
 {
     _channelSink                 = channelSink;
     Universe                     = universe;
     SceneTranslator              = sceneTranslator;
     SceneGenerator               = sceneGeneratorFactory.CreateGenerator(Universe);
     SceneGenerator.SceneChanged += SceneChanged;
     SceneGenerator.Signal(StartupSignal.Value);
 }
Exemple #2
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 public Controller(IUniverse universe, ISceneTranslator sceneTranslator, ISceneGeneratorFactory sceneGeneratorFactory, ISignalGenerator signalGenerator, ISink channelSink) : base(universe, sceneTranslator, sceneGeneratorFactory, channelSink)
 {
     _signalGenerator         = signalGenerator;
     _signalGenerator.Signal += SignalGenerator_Signal;
 }