public ControlKeyHandler(IEndlessGameProvider endlessGameProvider, IKeyStateProvider keyStateProvider, IUserInputTimeRepository userInputTimeRepository, IControlKeyController controlKeyController, ICurrentMapStateProvider currentMapStateProvider) : base(endlessGameProvider, keyStateProvider, userInputTimeRepository, currentMapStateProvider) { _controlKeyController = controlKeyController; }
protected InputHandlerBase(IEndlessGameProvider endlessGameProvider, IKeyStateProvider keyStateProvider, IUserInputTimeRepository userInputTimeRepository, ICurrentMapStateProvider mapStateProvider) { _endlessGameProvider = endlessGameProvider; _keyStateProvider = keyStateProvider; _userInputTimeRepository = userInputTimeRepository; _mapStateProvider = mapStateProvider; }
public UserInputHandlerFactory(IEndlessGameProvider endlessGameProvider, IKeyStateProvider keyStateProvider, IUserInputTimeRepository userInputTimeRepository, IArrowKeyController arrowKeyController, IControlKeyController controlKeyController, ICurrentMapStateProvider currentMapStateProvider) { _endlessGameProvider = endlessGameProvider; _keyStateProvider = keyStateProvider; _userInputTimeRepository = userInputTimeRepository; _arrowKeyController = arrowKeyController; _controlKeyController = controlKeyController; _currentMapStateProvider = currentMapStateProvider; }
public UserInputHandler(IEndlessGameProvider endlessGameProvider, IKeyStateProvider keyStateProvider, IUserInputTimeRepository userInputTimeRepository, IArrowKeyController arrowKeyController, IControlKeyController controlKeyController, ICurrentMapStateProvider currentMapStateProvider) : base((Game)endlessGameProvider.Game) { _handlers = new List <IInputHandler> { new ArrowKeyHandler(endlessGameProvider, keyStateProvider, userInputTimeRepository, arrowKeyController, currentMapStateProvider), new ControlKeyHandler(endlessGameProvider, keyStateProvider, userInputTimeRepository, controlKeyController, currentMapStateProvider) }; }