private void Start() { NotificationSystem.RegisterListener(Visit); CommandDispatcher = new CombatEventDispatcher(NotificationSystem); TurnDispatcher = new TurnEventDispatcher(NotificationSystem); SelectionSystem = new SelectionSystem(CombatController); PlayerTurnHandler = new PlayerTurnHandler(OnTurnStart); TurnSystem.SetPlayerTurnHandler(PlayerTurnHandler); PlayerInfo = PlayerInfo.CreateFromPersistence(); PlayerCharacter = PlayerInfo.PlayerCharacter.DecorateWithEquipmentDecorator(); CombatController.ActiveAllies = new List <ICharacter> { PlayerCharacter }; TurnDispatcher.DispatchEndTurn(); }
private SceneTurnHandler(IPaperNotificationSystem notificationSystem) { TurnEventDispatcher = new TurnEventDispatcher(notificationSystem); }
private void Start() { EventDispatcher = new TurnEventDispatcher(NotificationSystem); NotificationSystem.RegisterListener(Visit); TurnHandlers.Add(TurnType.Enemy, new EnemyAISystem(NotificationSystem, CombatController)); }
public EnemyAISystem(IPaperNotificationSystem notificationSystem, CombatController combatController) { CombatController = combatController; EventDispatcher = new CombatEventDispatcher(notificationSystem); TurnEventDispatcher = new TurnEventDispatcher(notificationSystem); }