public CreateCommand(IWeaponFactory weaponFactory, IRepository <IWeapon> weaponRepository, string[] arguments) : base(arguments) { this.weaponFactory = weaponFactory; this.weaponRepository = weaponRepository; }
protected Command(string[] commandArgs, IRepository weaponRepository, IWeaponFactory weaponFactory, IGemFactory gemFactory) { CommandArgs = commandArgs; WeaponRepository = weaponRepository; WeaponFactory = weaponFactory; GemFactory = gemFactory; }
public CommandInterpreter(List <IWeapon> createdWeapons, IWeaponStorage weaponStorage, IWeaponFactory weaponFactory, IGemFactory gemFactory) { this.createdWeapons = createdWeapons; this.weaponStorage = weaponStorage; this.weaponFactory = weaponFactory; this.gemFactory = gemFactory; }
public CommandInterpreter(string[] data, IRepository repository, IWeaponFactory weaponFactory, IGemFactory gemFactory) { this.data = data; this.repository = repository; this.weaponFactory = weaponFactory; this.gemFactory = gemFactory; }
public DungeonController(GameWorld gameWorld, IDice dice, IWeaponFactory weaponFactory, IAsciiArtRepository asciiArtRepository) { _gameWorld = gameWorld; _dice = dice; _weaponFactory = weaponFactory; _asciiArtRepository = asciiArtRepository; }
public CelestialSystem CreateFromSerialized(IProjectileFactory projectileFactory, IPlanetFactory planetFactory, IWeaponFactory weaponFactory) { var celestialSystem = resolver.Resolve <CelestialSystem>(); var planets = new List <IPlanet>(); var central = scs.planets.First(planet => planet.isCentral); var centralStarPlanet = planetFactory.CreatePlanet(central.entity.pos); central.entity.FillIn(centralStarPlanet.SimulatedEntity); celestialSystem.AddCentralStar(centralStarPlanet); foreach (var serializedPlanet in scs.planets.Except(new [] { central })) { var appearance = new PlanetAppearance() { color = serializedPlanet.color }; var planet = planetFactory.CreatePlanet(serializedPlanet.entity.pos, appearance); weaponFactory.AddWeapon(serializedPlanet.weaponType, planet); serializedPlanet.entity.FillIn(planet.SimulatedEntity); planets.Add(planet); } celestialSystem.AddRaw(planets); projectileFactory.celestialSystem = celestialSystem; foreach (var projectile in scs.projectiles) { var proj = projectileFactory.CreateBullet(projectile.entity.pos); projectile.entity.FillIn(proj); } return(celestialSystem); }
public Engine(IRepository repository, IWeaponFactory weaponFactory, IGemFactory gemFactory) { this.repository = repository; this.weaponFactory = weaponFactory; this.gemFactory = gemFactory; this.commandInterpreter = new CommandInterpreter(this.repository, this.weaponFactory, this.gemFactory); }
public CreateCommand(string[] data, IInventory inventory, IWeaponFactory weaponFactory, IRarityFactory rarityFactory) : base(data) { this.inventory = inventory; this.weaponFactory = weaponFactory; this.rarityFactory = rarityFactory; }
public override void AddWeapon() { IWeaponFactory WeaponFactory = RTSFactory.GetWeaponFactory(); IWeapon Weapon = WeaponFactory.CreateWeapon(m_BuildParam.emWeapon); m_BuildParam.NewCharacter.SetWeapon(Weapon); }
public CreateCommand(string weaponType, string weaponName, IList <IWeapon> weapons) { this.weaponFactory = new WeaponFactory(); this.weaponType = weaponType; this.weaponName = weaponName; this.weapons = weapons; }
public Engine(IGemFactory gemFactory, IWeaponFactory weaponFactory, IWeaponRepository weaponRepository, ICommandInterpreter commandInterpreter) { this.gemFactory = gemFactory; this.weaponFactory = weaponFactory; this.weaponRepository = weaponRepository; this.commandInterpreter = commandInterpreter; }
// 武器工廠 public static IWeaponFactory GetWeaponFactory() { if (m_WeaponFactory == null) { m_WeaponFactory = new WeaponFactory(); } return(m_WeaponFactory); }
public Engine() { this.createdWeapons = new List <IWeapon>(); this.weaponStorage = new WeaponStorage(); this.weaponFactory = new WeaponFactory(); this.gemFactory = new GemFactory(); this.commandInterpreter = new CommandInterpreter(createdWeapons, weaponStorage, weaponFactory, gemFactory); }
public IExecutable CreateCommand(string[] data, IRepository repository, IWeaponFactory weaponFactory, IGemFactory gemFactory) { Assembly assembly = Assembly.GetExecutingAssembly(); Type type = assembly.GetTypes().FirstOrDefault(t => t.Name == data[0] + "Command"); IExecutable executable = (IExecutable)Activator.CreateInstance(type, new object[] { data, repository, weaponFactory, gemFactory }); return(executable); }
public void Execute( string[] commandParameters, IDictionary <string, IWeapon> weapons, IWeaponFactory weaponFactory, IInputOutputManager inputOutputManager, IGemFactory gemFactory) { Environment.Exit(0); }
public PlayerCreator(IPlayerFactory playerFactory, IEngineFactory engineFactory, IArmourFactory armourFactory, IWeaponFactory weaponFactory, ISpaceshipFactory spaceshipFactory, IBulletFactory bulletFactory) { this.playerFactory = playerFactory; this.engineFactory = engineFactory; this.armourFactory = armourFactory; this.weaponFactory = weaponFactory; this.spaceshipFactory = spaceshipFactory; this.bulletFactory = bulletFactory; }
private void AddCreatedWeaponToRepo(IWeaponFactory weaponFactory, IRepository repo) { string rarity = this.Data[1].Split().First(); string weaponType = this.Data[1].Split().Last(); string name = this.Data[2]; IWeapon weaponToAdd = weaponFactory.Create(weaponType, rarity, name); repo.AddWeapon(weaponToAdd); }
public Create( string[] data, IRepository repository, IWeaponFactory weaponFactory) : base(data) { this.Repository = repository; this.WeaponFactory = weaponFactory; }
private static void TestWeaponFactory(IWeaponFactory factory) { IWeapon meeleWeapon = factory.Create(WeaponType.Melee); IWeapon rangedWeapon = factory.Create(WeaponType.Ranged); IWeapon magicWeapon = factory.Create(WeaponType.Magic); Console.WriteLine($"Meele Weapon: {meeleWeapon}"); Console.WriteLine($"Ranged Weapon: {rangedWeapon}"); Console.WriteLine($"Magic Weapon: {magicWeapon}"); }
public Engine(IGemFactory gemFactory, IWeaponFactory weaponFactory, ICommandInterpreter commandInterpreter, IRepository repository, IReader reader, IWriter writer) { this.gemFactory = gemFactory; this.weaponFactory = weaponFactory; this.commandInterpreter = commandInterpreter; this.repository = repository; this.reader = reader; this.writer = writer; }
public override void SetWeapon() { IWeaponFactory WeaponFactory = GameFactory.GetWeaponFactory(); //从工厂加载武器 IWeapon Weapon = WeaponFactory.CreateWeapon(m_BuildParam.emWeapon); //设置武器的挂载点 Weapon.SetGameObject((m_BuildParam.NewCharacter as ISoldier).GetWeaponObj()); //显示武器 Weapon.ShowWeapon(); m_BuildParam.NewCharacter.SetWeapon(Weapon); }
public Engine( IInputOutputManager inputOutputManager, ICommandDispatcher commandDispatcher, IWeaponFactory weaponFactory, IGemFactory gemFactory) { this.inputOutputManager = inputOutputManager; this.commandDispatcher = commandDispatcher; this.weapons = new Dictionary <string, IWeapon>(); this.weaponFactory = weaponFactory; this.gemFactory = gemFactory; }
public MonsterFactory(IWeaponFactory weaponFactory, ISpellFactory spellFactory, IItemFactory itemFactory, IMonsterDataRepository monsterDataRepository, IActionSelector actionSelector, IStatsGenerator statsGenerator, IDice dice) { this.weaponFactory = weaponFactory; this.spellFactory = spellFactory; this.itemFactory = itemFactory; _actionSelector = actionSelector; _statsGenerator = statsGenerator; _dice = dice; monsterArchetypes = monsterDataRepository.GetAllMonsterArchetypes().ToList(); monsterModifiers = monsterDataRepository.GetAllMonsterModifiers().ToList(); }
public void Execute( string[] commandParameters, IDictionary <string, IWeapon> weapons, IWeaponFactory weaponFactory, IInputOutputManager inputOutputManager, IGemFactory gemFactory) { string targetWeaponName = commandParameters[0]; IWeapon targetWeapon = weapons[targetWeaponName]; inputOutputManager.WriteLine($"{targetWeaponName}: {targetWeapon.ToString()}"); }
public CommandInterpreter( IWeaponRepository weaponRepository, ICommandFactory commandFactory, IWeaponFactory weaponFactory, IGemFactory gemFactory, IOutputWriter outputWriter) { this.weaponRepository = weaponRepository; this.commandFactory = commandFactory; this.weaponFactory = weaponFactory; this.gemFactory = gemFactory; this.outputWriter = outputWriter; }
public Engine( IInputManager inputManager, IOutputManager outputManager, IWeaponRepository weaponDataBase, IWeaponFactory weaponFactory, IGemFactory gemFactory) { this.inputManager = inputManager; this.outputManager = outputManager; this.weaponDataBase = weaponDataBase; this.weaponFactory = weaponFactory; this.gemFactory = gemFactory; }
public void Execute( string[] commandParameters, IDictionary <string, IWeapon> weapons, IWeaponFactory weaponFactory, IInputOutputManager inputOutputManager, IGemFactory gemFactory) { string targetAxeName = commandParameters[0]; int socketIndex = int.Parse(commandParameters[1]); IWeapon targetAxe = weapons[targetAxeName]; targetAxe.RemoveGem(socketIndex); }
public CommandInterpreter( IRepository <IWeapon> weaponRepository, IWeaponFactory weaponFactory, IRarityFactory rarityFactory, IGemFactory gemFactory, IClarityFactory clarityFactory, IWriter writer) { this.weaponRepository = weaponRepository; this.weaponFactory = weaponFactory; this.rarityFactory = rarityFactory; this.gemFactory = gemFactory; this.clarityFactory = clarityFactory; this.writer = writer; }
public void Execute( string[] commandParameters, IDictionary <string, IWeapon> weapons, IWeaponFactory weaponFactory, IInputOutputManager inputOutputManager, IGemFactory gemFactory) { string[] tokens = commandParameters[0].Split(' '); string weaponRarity = tokens[0]; string weaponType = tokens[1]; string weaponName = commandParameters[1]; IWeapon weapon = weaponFactory.CreateWeapon(weaponType, weaponRarity); weapons.Add(weaponName, weapon); }
public Engine ( IConsoleRender renderer, IConsoleInputController controller, ICommandFactory commandFactory, IWeaponFactory weaponFactory, IGemFactory gemFactory, IInventory inventory ) { this.renderer = renderer; this.controller = controller; this.CommandFactory = commandFactory; this.WeaponFactory = weaponFactory; this.GemFactory = gemFactory; this.Inventory = inventory; }
public void DispatchCommand( string[] commandParameters, IDictionary <string, IWeapon> weapons, IWeaponFactory weaponFactory, IInputOutputManager inputOutputManager, IGemFactory gemFactory) { string commandName = commandParameters[0]; string[] parameters = commandParameters.Skip(1).ToArray(); if (!this.commands.ContainsKey(commandName)) { throw new InvalidOperationException($"Command {commandName} not valid!"); } this.commands[commandName].Execute(parameters, weapons, weaponFactory, inputOutputManager, gemFactory); }
public void Construct(IWeaponFactory weaponFactory, GameUIViewFactory gameUiViewFactory, BlockContainer blockContainer, ILevelLoaderService levelLoaderService) { this.levelLoaderService = levelLoaderService; this.blockContainer = blockContainer; ui = gameUiViewFactory.Create(); weaponFactory.Load(); weapon = weaponFactory.Create(); Subscribe(); ConfigureAttacksCount(); SetupUI(); }
/// <summary> /// Initializes a new instance of the <see cref="Samurai" /> class. /// </summary> /// <param name="weaponFactory">The weapon factory.</param> public Samurai(IWeaponFactory weaponFactory) { this.weaponFactory = weaponFactory; }
// 武器工廠 public static IWeaponFactory GetWeaponFactory() { if( m_WeaponFactory == null) m_WeaponFactory = new WeaponFactory(); return m_WeaponFactory; }
/// <summary> /// Initializes a new instance of the <see cref="Town"/> class. /// </summary> /// <param name="weaponFactory">The weapon factory.</param> public Town(IWeaponFactory weaponFactory) { this.WeaponFactory = weaponFactory; }