public SupportAttackTask(AttackData attackData, TargetingData targetingData, ActiveUnitData activeUnitData, MicroTaskData microTaskData, IMicroController microController, DebugService debugService, ChatService chatService, TargetingService targetingService, DefenseService defenseService, DistractionSquadService distractionSquadService, EnemyCleanupService enemyCleanupService, ArmySplitter armySplitter, List <UnitTypes> mainAttackerTypes, float priority, bool enabled = true) { AttackData = attackData; TargetingData = targetingData; ActiveUnitData = activeUnitData; MicroTaskData = microTaskData; MicroController = microController; DebugService = debugService; ChatService = chatService; TargetingService = targetingService; DefenseService = defenseService; DistractionSquadService = distractionSquadService; EnemyCleanupService = enemyCleanupService; ArmySplitter = armySplitter; MainAttackers = mainAttackerTypes; Priority = priority; Enabled = enabled; UnitCommanders = new List <UnitCommander>(); }
public AttackTask(IMicroController microController, TargetingData targetingData, ActiveUnitData activeUnitData, DefenseService defenseService, MacroData macroData, AttackData attackData, TargetingService targetingService, MicroTaskData microTaskData, ArmySplitter armySplitter, EnemyCleanupService enemyCleanupService, float priority) { MicroController = microController; TargetingData = targetingData; ActiveUnitData = activeUnitData; DefenseService = defenseService; MacroData = macroData; AttackData = attackData; TargetingService = targetingService; MicroTaskData = microTaskData; ArmySplitter = armySplitter; EnemyCleanupService = enemyCleanupService; Priority = priority; UnitCommanders = new List <UnitCommander>(); lastFrameTime = 0; Enabled = true; }