public void InjectDependencies(
     List <CivilizationDisplayBase> civilizationDisplays, CoreSignals coreSignals,
     IGameCore gameCore, UIStateMachineBrain brain, CitySummaryManager citySummaryManager,
     IPossessionRelationship <IHexCell, ICity> cityLocationCanon, ITechCanon techCanon,
     IExplorationCanon explorationCanon, VisibilitySignals visibilitySignals,
     IFreeGreatPeopleCanon freeGreatPeopleCanon, ICameraFocuser cameraFocuser,
     [Inject(Id = "Free Techs Display")] RectTransform freeTechsDisplay,
     [Inject(Id = "Play Mode Default Panels")] List <RectTransform> defaultPanels,
     [Inject(Id = "Free Great People Notification")] RectTransform freeGreatPeopleNotification
     )
 {
     CivilizationDisplays = civilizationDisplays;
     CoreSignals          = coreSignals;
     GameCore             = gameCore;
     Brain = brain;
     CitySummaryManager          = citySummaryManager;
     CityLocationCanon           = cityLocationCanon;
     TechCanon                   = techCanon;
     ExplorationCanon            = explorationCanon;
     VisibilitySignals           = visibilitySignals;
     FreeGreatPeopleCanon        = freeGreatPeopleCanon;
     CameraFocuser               = cameraFocuser;
     FreeTechsDisplay            = freeTechsDisplay;
     DefaultPanels               = defaultPanels;
     FreeGreatPeopleNotification = freeGreatPeopleNotification;
 }
Exemple #2
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        public CivDiscoveryResponder(
            IUnitPositionCanon unitPositionCanon, ICivDiscoveryCanon civDiscoveryCanon,
            IPossessionRelationship <ICivilization, IUnit> unitPossessionCanon,
            VisibilitySignals visibilitySignals
            )
        {
            UnitPositionCanon   = unitPositionCanon;
            CivDiscoveryCanon   = civDiscoveryCanon;
            UnitPossessionCanon = unitPossessionCanon;

            visibilitySignals.CellBecameExploredByCiv.Subscribe(OnCellBecameExploredByCiv);
        }
        public void CommonInstall()
        {
            MockUnitPositionCanon   = new Mock <IUnitPositionCanon>();
            MockCivDiscoveryCanon   = new Mock <ICivDiscoveryCanon>();
            MockUnitPossessionCanon = new Mock <IPossessionRelationship <ICivilization, IUnit> >();
            VisibilitySignals       = new VisibilitySignals();

            Container.Bind <IUnitPositionCanon>                           ().FromInstance(MockUnitPositionCanon.Object);
            Container.Bind <ICivDiscoveryCanon>                           ().FromInstance(MockCivDiscoveryCanon.Object);
            Container.Bind <IPossessionRelationship <ICivilization, IUnit> >().FromInstance(MockUnitPossessionCanon.Object);
            Container.Bind <VisibilitySignals>                            ().FromInstance(VisibilitySignals);

            Container.Bind <CivDiscoveryResponder>().AsSingle();
        }
        public void CommonInstall()
        {
            MockGameCore = new Mock <IGameCore>();

            VisibilitySignals = new VisibilitySignals();
            CellSignals       = new HexCellSignals();

            Container.Bind <IGameCore>        ().FromInstance(MockGameCore.Object);

            Container.Bind <VisibilitySignals>().FromInstance(VisibilitySignals);
            Container.Bind <HexCellSignals>   ().FromInstance(CellSignals);

            Container.Bind <ExplorationCanon>().AsSingle();
        }
 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;
 }