public BuffAbility2(UnitModel unit, AbilityData data, WorldModel world, TickService tickservice, CommandProcessor command, IFactory <IBuff, BuffData, BuffTargetCommand> buffFactory, IFactory <CCData, RootCommand> cCFactory, IFactory <CCData, SilenceCommand> silenceFactory, IFactory <CCData, FreezeCommand> freezeFactory, IFactory <CCData, KnockUpCommand> knockUpFactory, IFactory <CCData, LaunchCommand> launchFactory, IFactory <CCData, HookCommand> hookFactory, IFactory <CCData, PetrifyCommand> petrifyFactory, IFactory <IStatChange, StatChangeData, StatChangeCommand> statChangeFactory, IFactory <StatChangeData, HPChangeCommand> hPChangeFactory, IFactory <StatChangeData, ResurrectCommand> resurrectFactory) { _unit = unit; _world = world; _command = command; _data = new BuffAbilityParams(data); _tickService = tickservice; _buffFactory = buffFactory; _rootFactory = cCFactory; _silenceFactory = silenceFactory; _freezeFactory = freezeFactory; _knockUpFactory = knockUpFactory; _launchFactory = launchFactory; _hookFactory = hookFactory; _petrifyFactory = petrifyFactory; _statChangeFactory = statChangeFactory; _hPChangeFactory = hPChangeFactory; _resurrectFactory = resurrectFactory; }
public AbilityMakerAbility(UnitModel unit, AbilityData data, WorldModel world, TickService tickservice, CommandProcessor command, UnitRegistry unitRegistry, AbilityRepository abilityRepository) { _unit = unit; _world = world; _command = command; _data = new BuffAbilityParams(data); _tickService = tickservice; _unitRegistry = unitRegistry; _abilityRepository = abilityRepository; }
public ShieldSplashAbility(UnitModel unit, AbilityData data, WorldModel world, TickService tickservice, CommandProcessor command, IFactory <IStatChange, StatChangeData, StatChangeCommand> statChangeFactory ) { _unit = unit; _world = world; _command = command; _data = new BuffAbilityParams(data); _tickService = tickservice; _statChangeFactory = statChangeFactory; }
public BuffAbility(UnitModel unit, AbilityData data, WorldModel world, TickService tickservice, CommandProcessor command, IFactory <IBuff, BuffData, BuffTargetCommand> buffFactory, IFactory <StatChangeData, HPChangeCommand> HPChangeFactory) { _unit = unit; _world = world; _command = command; _data = new BuffAbilityParams(data); _tickService = tickservice; _buffFactory = buffFactory; _HPChangeFactory = HPChangeFactory; }
public SpawnUnitsAbility(UnitModel unit, AbilityData data, WorldModel world, TickService tickservice, CommandProcessor command, UnitRegistry unitRegistry, IFactory <IBuff, BuffData, BuffTargetCommand> buffFactory, IFactory <StatChangeData, HPChangeCommand> HPChangeFactory, IFactory <UnitData, AllianceType, WorldPosition, SpawnUnitCommand> spawnUnitCommandFactory) { _unit = unit; _world = world; _command = command; _data = new BuffAbilityParams(data); _tickService = tickservice; _unitRegistry = unitRegistry; _spawnUnitCommandFactory = spawnUnitCommandFactory; }
public CommanderAbility2(UnitModel unit, AbilityData data, WorldModel world, TickService tickservice, CommandProcessor command, IFactory <IBuff, BuffData, BuffTargetCommand> buffFactory, AbilityRepository abilityRepository, IFactory <StatChangeData, HPChangeCommand> HPChangeFactory) { _unit = unit; _world = world; _command = command; _data = new BuffAbilityParams(data); _tickService = tickservice; _buffFactory = buffFactory; _HPChangeFactory = HPChangeFactory; _abilityRepository = abilityRepository; _castTime = data.castTime; _cooldownTime = data.cooldownTime; }