public ScenarioController(ITAlertPhotonClient photonClient, CreateGameController createGameController) { _photonClient = photonClient; _scenarioLoader = new ScenarioLoader(); _createGameController = createGameController; _photonClient.JoinedRoomEvent += OnJoinedRoom; }
public void Setup() { var gateway = new GameGatewayInMemory(); var validator = new CreateGameValidator(); var session = new SessionGatewaySpy(); var interactor = new CreateGameInteractor(validator, session, gateway); controller = new CreateGameController(interactor); }
public TickStateController Create() { var createGameController = new CreateGameController(_photonClient); var scenarioController = new ScenarioController(_photonClient, createGameController); var mainMenuState = CreateMainMenuState(_photonClient, scenarioController); var scenarioListState = CreateScenarioListState(_photonClient, scenarioController); var gameListState = CreateGameListState(_photonClient); var createGameState = CreateCreateGameState(_photonClient, createGameController, scenarioController); var settingsState = CreateSettingsState(); var stateController = new TickStateController( mainMenuState, scenarioListState, gameListState, createGameState, settingsState); stateController.SetParent(ParentStateController); return(stateController); }
public CreateGameModel(CreateGameController createGameController) { m_createGameController = createGameController; IsGameCreateRequestPending = false; }
private static CreateGameState CreateCreateGameState(ITAlertPhotonClient client, CreateGameController createGameController, ScenarioController scenarioController) { var input = new CreateGameStateInput(client, scenarioController); var state = new CreateGameState(input, createGameController); var joinedRoomTransition = new OnEventTransition(RoomState.StateName); var previousStateTransition = new OnEventTransition(ScenarioListState.StateName); input.JoinedRoomEvent += joinedRoomTransition.ChangeState; input.BackClickedEvent += previousStateTransition.ChangeState; state.AddTransitions(joinedRoomTransition, previousStateTransition); return(state); }