Esempio n. 1
0
    public LobbyMenuManager(
        [Inject(Id = Identifiers.LobbyStartGameButton)]
        Button startGameButton,
        [Inject(Id = Identifiers.LobbyReadyButton)]
        Button readyButton,
        [Inject(Id = Identifiers.LobbyLeaveButton)]
        Button leaveButton,
        [Inject(Id = Identifiers.StartTextReady)]
        Text startTextReady,
        [Inject(Id = Identifiers.StartTextNotReady)]
        Text startTextNotReady,
        UnityClient client,
        ClientInfo clientInfo,
        ServerManager serverManager,
        LobbyMessageSender messageSender,
        LobbyStateManager lobbyStateManager,
        HostSceneManager sceneManager,
        IGameCycleController cycleController)
    {
        _readyButton      = readyButton;
        _leaveLobbyButton = leaveButton;
        _startGameButton  = startGameButton;

        _startTextReady    = startTextReady;
        _startTextNotReady = startTextNotReady;

        _client            = client;
        _clientInfo        = clientInfo;
        _sceneManager      = sceneManager;
        _cycleController   = cycleController;
        _serverManager     = serverManager;
        _messageSender     = messageSender;
        _lobbyStateManager = lobbyStateManager;
    }
Esempio n. 2
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 public GameEndManager(
     LivingCharactersRegistry livingCharactersRegistry,
     HostSceneManager sceneManager,
     ClientInfo info,
     IGameCycleController cycleController,
     GameState state)
 {
     _livingCharactersRegistry = livingCharactersRegistry;
     _sceneManager             = sceneManager;
     _info            = info;
     _cycleController = cycleController;
     _state           = state;
 }
Esempio n. 3
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 public WinManager(
     Settings settings,
     HostSceneManager sceneManager,
     IGameCycleController gameCycleController,
     IGameCycle gameCycle,
     GameState state
     )
 {
     _settings            = settings;
     _sceneManager        = sceneManager;
     _gameCycleController = gameCycleController;
     _gameCycle           = gameCycle;
     _state = state;
 }
Esempio n. 4
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 public GameEndedMenuManager(
     [Inject(Id = Identifiers.GameEndedHostOkButton)]
     Button okHostButton,
     [Inject(Id = Identifiers.GameEndedLeaveServerButton)]
     Button leaveServerButton,
     [Inject(Id = Identifiers.GameEndedLoseText)]
     TextMeshProUGUI loseText,
     [Inject(Id = Identifiers.GameEndedWinText)]
     TextMeshProUGUI winText,
     ClientInfo clientInfo,
     ServerManager serverManager,
     HostSceneManager sceneManager)
 {
     _okHostButton      = okHostButton;
     _loseText          = loseText;
     _leaveServerButton = leaveServerButton;
     _winText           = winText;
     _clientInfo        = clientInfo;
     _serverManager     = serverManager;
     _sceneManager      = sceneManager;
 }
Esempio n. 5
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 public StartLevelTrigger(
     HostSceneManager sceneManager)
 {
     _sceneManager = sceneManager;
 }