public AbilityExecuter( UnitSignals signals, List <IAbilityHandler> abilityHandlers ) { Signals = signals; AbilityHandlers = abilityHandlers; }
public void InjectDependencies( [Inject(Id = "Unit To Control")] IUnit unitToControl, UnitSignals unitSignals ) { UnitToControl = unitToControl; UnitSignals = unitSignals; }
public void InjectDependencies( List <UnitDisplayBase> displaysToManage, UIStateMachineBrain brain, ICombatExecuter combatExecuter, IUnitAttackOrderLogic attackOrderLogic, IUnitPositionCanon unitPositionCanon, IHexPathfinder hexPathfinder, ICellPathDrawer pathDrawer, CitySignals citySignals, UnitSignals unitSignals, HexCellSignals cellSignals, IHexCellOverlayManager overlayManager, [Inject(Id = "Combat Summary Display")] CombatSummaryDisplay combatSummaryDisplay, IPossessionRelationship <IHexCell, ICity> cityLocationCanon ) { DisplaysToManage = displaysToManage; Brain = brain; CombatExecuter = combatExecuter; AttackOrderLogic = attackOrderLogic; UnitPositionCanon = unitPositionCanon; HexPathfinder = hexPathfinder; PathDrawer = pathDrawer; CitySignals = citySignals; UnitSignals = unitSignals; CellSignals = cellSignals; OverlayManager = overlayManager; CombatSummaryDisplay = combatSummaryDisplay; CityLocationCanon = cityLocationCanon; }
public void CommonInstall() { AllCells.Clear(); MockMeleeAttackValidityLogic = new Mock <IMeleeAttackValidityLogic>(); MockRangedAttackValidityLogic = new Mock <IRangedAttackValidityLogic>(); MockUnitPositionCanon = new Mock <IUnitPositionCanon>(); MockGrid = new Mock <IHexGrid>(); MockCombatInfoLogic = new Mock <ICombatInfoLogic>(); MockHexPathfinder = new Mock <IHexPathfinder>(); MockCommonCombatExecutionLogic = new Mock <ICommonCombatExecutionLogic>(); MockGrid.Setup(grid => grid.Cells).Returns(AllCells.AsReadOnly()); Container.Bind <IMeleeAttackValidityLogic> ().FromInstance(MockMeleeAttackValidityLogic.Object); Container.Bind <IRangedAttackValidityLogic> ().FromInstance(MockRangedAttackValidityLogic.Object); Container.Bind <IUnitPositionCanon> ().FromInstance(MockUnitPositionCanon.Object); Container.Bind <IHexGrid> ().FromInstance(MockGrid.Object); Container.Bind <ICombatInfoLogic> ().FromInstance(MockCombatInfoLogic.Object); Container.Bind <IHexPathfinder> ().FromInstance(MockHexPathfinder.Object); Container.Bind <ICommonCombatExecutionLogic>().FromInstance(MockCommonCombatExecutionLogic.Object); UnitSignals = new UnitSignals(); Container.Bind <UnitSignals>().FromInstance(UnitSignals); Container.Bind <CombatExecuter>().AsSingle(); }
public void InjectDependencies( IUnitConfig config, IUnitExperienceLogic unitExperienceLogic, UnitSignals signals ) { Config = config; UnitExperienceLogic = unitExperienceLogic; Signals = signals; }
public VisibilityResponder( IPossessionRelationship <ICivilization, IUnit> unitPossessionCanon, IPossessionRelationship <ICivilization, ICity> cityPossessionCanon, IVisibilityCanon visibilityCanon, IExplorationCanon explorationCanon, ICityLineOfSightLogic cityLineOfSightLogic, IUnitVisibilityLogic unitLineOfSightLogic, IUnitFactory unitFactory, ICityFactory cityFactory, IHexGrid grid, [Inject(Id = "Coroutine Invoker")] MonoBehaviour coroutineInvoker, IHexCellShaderData hexCellShaderData, UnitSignals unitSignals, CitySignals citySignals, HexCellSignals cellSignals, CivilizationSignals civSignals, VisibilitySignals visibilitySignals, CoreSignals coreSignals, MapRenderingSignals mapRenderingSignals ) { UnitPossessionCanon = unitPossessionCanon; CityPossessionCanon = cityPossessionCanon; VisibilityCanon = visibilityCanon; ExplorationCanon = explorationCanon; CityLineOfSightLogic = cityLineOfSightLogic; UnitLineOfSightLogic = unitLineOfSightLogic; UnitFactory = unitFactory; CityFactory = cityFactory; Grid = grid; CoroutineInvoker = coroutineInvoker; HexCellShaderData = hexCellShaderData; unitSignals.LeftLocation.Subscribe(OnUnitLeftLocation); unitSignals.EnteredLocation.Subscribe(OnUnitEnteredLocation); citySignals.LostCellFromBoundaries.Subscribe(OnCityLostCell); citySignals.GainedCellToBoundaries.Subscribe(OnCityGainedCell); cellSignals.TerrainChanged.Subscribe(data => TryResetCellVisibility()); cellSignals.ShapeChanged.Subscribe(data => TryResetCellVisibility()); cellSignals.VegetationChanged.Subscribe(data => TryResetCellVisibility()); civSignals.CivLosingCity.Subscribe(OnCivLosingCity); civSignals.CivGainedCity.Subscribe(OnCivGainedCity); civSignals.CivDiscoveredTech.Subscribe(data => TryResetResourceVisibility()); civSignals.CivUndiscoveredTech.Subscribe(data => TryResetResourceVisibility()); visibilitySignals.CellVisibilityModeChanged.Subscribe(unit => TryResetCellVisibility()); visibilitySignals.CellExplorationModeChanged.Subscribe(unit => TryResetCellVisibility()); visibilitySignals.ResourceVisibilityModeChanged.Subscribe(unit => TryResetResourceVisibility()); coreSignals.ActivePlayerChanged.Subscribe(OnActivePlayerChanged); mapRenderingSignals.MapFinishedLoading.Subscribe(Unit => TryResetCellVisibility()); mapRenderingSignals.MapFinishedLoading.Subscribe(Unit => TryResetResourceVisibility()); }
public UnitExperienceLogic( IUnitConfig config, IUnitModifiers unitModifiers, UnitSignals unitSignals ) { Config = config; UnitModifiers = unitModifiers; unitSignals.MeleeCombatWithUnit.Subscribe(OnMeleeCombat); unitSignals.RangedCombatWithUnit.Subscribe(OnRangedCombat); }
public void InjectDependencies( IUnitExperienceLogic experienceLogic, IUnitPromotionLogic unitPromotionLogic, UnitSignals unitSignals, DiContainer container ) { UnitExperienceLogic = experienceLogic; UnitPromotionLogic = unitPromotionLogic; UnitSignals = unitSignals; Container = container; }
public UnitPossessionCanon( IResourceLockingCanon resourceLockingCanon, CivilizationSignals civSignals, UnitSignals unitSignals ) { ResourceLockingCanon = resourceLockingCanon; CivSignals = civSignals; UnitSignals = unitSignals; civSignals.CivBeingDestroyed.Subscribe(OnCivilizationBeingDestroyed); }
public GoldRaidingLogic( IPossessionRelationship <ICivilization, IUnit> unitPossessionLogic, ICivModifiers civModifiers, UnitSignals signals ) { UnitPossessionLogic = unitPossessionLogic; CivModifiers = civModifiers; signals.MeleeCombatWithUnit.Subscribe(OnMeleeCombatWithUnit); signals.RangedCombatWithUnit.Subscribe(HandleBounty); }
public void CommonInstall() { MockResourceLockingCanon = new Mock <IResourceLockingCanon>(); CivSignals = new CivilizationSignals(); UnitSignals = new UnitSignals(); Container.Bind <IResourceLockingCanon>().FromInstance(MockResourceLockingCanon.Object); Container.Bind <CivilizationSignals> ().FromInstance(CivSignals); Container.Bind <UnitSignals> ().FromInstance(UnitSignals); Container.Bind <UnitPossessionCanon>().AsSingle(); }
public GreatMilitaryPointGainLogic( IGreatPersonCanon greatPersonCanon, ICivilizationConfig civConfig, IPossessionRelationship <ICivilization, IUnit> unitPossessionCanon, UnitSignals unitSignals, ICivModifiers civModifiers ) { GreatPersonCanon = greatPersonCanon; CivConfig = civConfig; UnitPossessionCanon = unitPossessionCanon; UnitSignals = unitSignals; CivModifiers = civModifiers; }
public void InjectDependencies( UnitEditingPanel unitEditingPanel, UIStateMachineBrain brain, IUnitPositionCanon unitPositionCanon, UnitSignals unitSignals, HexCellSignals cellSignals ) { UnitEditingPanel = unitEditingPanel; Brain = brain; UnitPositionCanon = unitPositionCanon; UnitSignals = unitSignals; CellSignals = cellSignals; }
public void CommonInstall() { AllAbilityHandlers.Clear(); UnitSignals = new UnitSignals(); Container.Bind <List <IAbilityHandler> >().FromInstance(AllAbilityHandlers); Container.Bind <UnitSignals>().FromInstance(UnitSignals); Container.Bind <AbilityExecuter>().AsSingle(); }
public void InjectDependencies( ICivilizationFactory civilizationFactory, IUnitFactory unitFactory, HexCellSignals cellSignals, [Inject(Id = "Available Unit Templates")] IEnumerable <IUnitTemplate> availableTemplates, IUnitPositionCanon unitPositionCanon, UnitSignals unitSignals ) { CivilizationFactory = civilizationFactory; UnitFactory = unitFactory; CellSignals = cellSignals; AvailableTemplates = availableTemplates.ToList(); UnitPositionCanon = unitPositionCanon; UnitSignals = unitSignals; }
public EncampmentClearingResponder( UnitSignals unitSignals, IPossessionRelationship <ICivilization, IUnit> unitPossessionCanon, IEncampmentLocationCanon encampmentLocationCanon, IEncampmentFactory encampmentFactory, IBarbarianConfig barbarianConfig, ICivModifiers civModifiers ) { unitSignals.EnteredLocation.Subscribe(OnUnitEnteredLocation); UnitPossessionCanon = unitPossessionCanon; EncampmentLocationCanon = encampmentLocationCanon; EncampmentFactory = encampmentFactory; BarbarianConfig = barbarianConfig; CivModifiers = civModifiers; }
public CombatExecuter( IMeleeAttackValidityLogic meleeAttackValidityLogic, IRangedAttackValidityLogic rangedAttackValidityLogic, IUnitPositionCanon unitPositionCanon, IHexGrid grid, ICombatInfoLogic combatModifierLogic, UnitSignals unitSignals, IHexPathfinder hexPathfinder, ICommonCombatExecutionLogic commonCombatExecutionLogic ) { MeleeAttackValidityLogic = meleeAttackValidityLogic; RangedAttackValidityLogic = rangedAttackValidityLogic; UnitPositionCanon = unitPositionCanon; Grid = grid; CombatInfoLogic = combatModifierLogic; UnitSignals = unitSignals; HexPathfinder = hexPathfinder; CommonCombatExecutionLogic = commonCombatExecutionLogic; }
public void InjectDependencies( AbilityDisplayMemoryPool abilityDisplayPool, ITechCanon techCanon, IPossessionRelationship <ICivilization, IUnit> unitPossessionCanon, IAbilityExecuter abilityExecuter, UnitSignals unitSignals ) { AbilityDisplayPool = abilityDisplayPool; TechCanon = techCanon; UnitPossessionCanon = unitPossessionCanon; AbilityExecuter = abilityExecuter; unitSignals.StoppedMoving.Subscribe(CheckForRefreshCondition); unitSignals.SetUpForBombardment.Subscribe(CheckForRefreshCondition); }
public void CommonInstall() { MockUnitPossessionCanon = new Mock <IPossessionRelationship <ICivilization, IUnit> >(); MockCivModifiers = new Mock <ICivModifiers>(); UnitSignals = new UnitSignals(); MockGoldBountyPerProductionModifier = new Mock <ICivModifier <float> >(); MockCivModifiers.Setup(modifiers => modifiers.GoldBountyPerProduction).Returns(MockGoldBountyPerProductionModifier.Object); Container.Bind <IPossessionRelationship <ICivilization, IUnit> >().FromInstance(MockUnitPossessionCanon.Object); Container.Bind <ICivModifiers> ().FromInstance(MockCivModifiers.Object); Container.Bind <UnitSignals> ().FromInstance(UnitSignals); Container.Bind <GoldRaidingLogic>().AsSingle().NonLazy(); }
private void InjectDependencies( IUnitFactory unitFactory, IUnitPositionCanon unitPositionCanon, UnitMapIcon.Pool iconPool, UnitIconSlot.Pool iconSlotPool, IVisibilityCanon visibilityCanon, UnitSignals unitSignals, IPossessionRelationship <ICivilization, IUnit> unitPossessionCanon, VisibilitySignals visibilitySignals, IMapRenderConfig hexMapRenderConfig ) { UnitFactory = unitFactory; UnitPositionCanon = unitPositionCanon; IconPool = iconPool; IconSlotPool = iconSlotPool; VisibilityCanon = visibilityCanon; UnitPossessionCanon = unitPossessionCanon; UnitSignals = unitSignals; VisibilitySignals = visibilitySignals; HexMapRenderConfig = hexMapRenderConfig; }
public UIStateMachineBrain( [Inject(Id = "UI Animator")] Animator animator, CompositeCitySignals compositeCitySignals, CompositeUnitSignals compositeUnitSignals, PlayerSignals playerSignals, IGameCamera gameCamera, DescriptionTooltip descriptionTooltip, CellHoverDisplay cellHoverDisplay, CivilizationSignals civSignals, CoreSignals coreSignals, UnitSignals unitSignals ) { Animator = animator; CompositeCitySignals = compositeCitySignals; CompositeUnitSignals = compositeUnitSignals; PlayerSignals = playerSignals; GameCamera = gameCamera; DescriptionTooltip = descriptionTooltip; CellHoverDisplay = cellHoverDisplay; CivSignals = civSignals; UnitSignals = unitSignals; coreSignals.TurnBegan.Subscribe(OnTurnBegan); }
public void CommonInstall() { MockGreatPersonCanon = new Mock <IGreatPersonCanon>(); MockCivConfig = new Mock <ICivilizationConfig>(); MockUnitPossessionCanon = new Mock <IPossessionRelationship <ICivilization, IUnit> >(); MockCivModifiers = new Mock <ICivModifiers>(); UnitSignals = new UnitSignals(); MockGreatMilitaryGainSpeed = new Mock <ICivModifier <float> >(); MockCivModifiers.Setup(modifiers => modifiers.GreatMilitaryGainSpeed).Returns(MockGreatMilitaryGainSpeed.Object); Container.Bind <IGreatPersonCanon> ().FromInstance(MockGreatPersonCanon.Object); Container.Bind <ICivilizationConfig> ().FromInstance(MockCivConfig.Object); Container.Bind <IPossessionRelationship <ICivilization, IUnit> >().FromInstance(MockUnitPossessionCanon.Object); Container.Bind <ICivModifiers> ().FromInstance(MockCivModifiers.Object); Container.Bind <UnitSignals> ().FromInstance(UnitSignals); Container.Bind <GreatMilitaryPointGainLogic>().AsSingle(); }
public void InjectDependencies( UnitSignals unitSignals, HexCellSignals cellSignals, CitySignals citySignals, IUnitPositionCanon unitPositionCanon, ICombatExecuter combatExecuter, UIStateMachineBrain brain, IPossessionRelationship <IHexCell, ICity> cityLocationCanon, [Inject(Id = "Ranged Attack State Displays")] List <UnitDisplayBase> displaysToManage, [Inject(Id = "Combat Summary Display")] CombatSummaryDisplay combatSummaryDisplay, IHexCellOverlayManager overlayManager ) { UnitSignals = unitSignals; CellSignals = cellSignals; CitySignals = citySignals; UnitPositionCanon = unitPositionCanon; CombatExecuter = combatExecuter; Brain = brain; CityLocationCanon = cityLocationCanon; DisplaysToManage = displaysToManage; CombatSummaryDisplay = combatSummaryDisplay; OverlayManager = overlayManager; }
public void CommonInstall() { UnitSignals = new UnitSignals(); MockUnitPossessionCanon = new Mock <IPossessionRelationship <ICivilization, IUnit> >(); MockEncampmentLocationCanon = new Mock <IEncampmentLocationCanon>(); MockEncampmentFactory = new Mock <IEncampmentFactory>(); MockBarbarianConfig = new Mock <IBarbarianConfig>(); MockCivModifiers = new Mock <ICivModifiers>(); MockGoldBountyFromEncampments = new Mock <ICivModifier <float> >(); MockCivModifiers.Setup(modifiers => modifiers.GoldBountyFromEncampments).Returns(MockGoldBountyFromEncampments.Object); Container.Bind <UnitSignals> ().FromInstance(UnitSignals); Container.Bind <IPossessionRelationship <ICivilization, IUnit> >().FromInstance(MockUnitPossessionCanon.Object); Container.Bind <IEncampmentLocationCanon> ().FromInstance(MockEncampmentLocationCanon.Object); Container.Bind <IEncampmentFactory> ().FromInstance(MockEncampmentFactory.Object); Container.Bind <IBarbarianConfig> ().FromInstance(MockBarbarianConfig.Object); Container.Bind <ICivModifiers> ().FromInstance(MockCivModifiers.Object); Container.Bind <EncampmentClearingResponder>().AsSingle(); }
public void InjectDependencies(UnitSignals unitSignals) { UnitSignals = unitSignals; }
public void InjectDependencies(UnitSignals signals) { Signals = signals; }
private void InjectDependencies(UnitSignals unitSignals) { UnitSignals = unitSignals; }