public ClearVegetationAbilityHandler( IUnitPositionCanon unitPositionCanon, ICellModificationLogic cellModificationLogic ) { UnitPositionCanon = unitPositionCanon; CellModificationLogic = cellModificationLogic; }
public CityRazer( IPossessionRelationship <IHexCell, ICity> cityLocationCanon, ICellModificationLogic cellModLogic ) { CityLocationCanon = cityLocationCanon; CellModLogic = cellModLogic; }
public HexCellComposer( IHexGrid grid, IRiverCanon riverCanon, ICellModificationLogic cellModificationLogic ) { Grid = grid; RiverCanon = riverCanon; CellModificationLogic = cellModificationLogic; }
public JungleBalanceStrategy( IHexGrid grid, ICellModificationLogic modLogic, ICellScorer cellScorer ) { Grid = grid; ModLogic = modLogic; CellScorer = cellScorer; }
public MountainBalanceStrategy( ICellModificationLogic modLogic, ICellScorer cellScorer, IPossessionRelationship <IHexCell, IResourceNode> nodeLocationCanon ) { ModLogic = modLogic; CellScorer = cellScorer; NodeLocationCanon = nodeLocationCanon; }
public ExpandOceanBalanceStrategy( ICellModificationLogic modLogic, IPossessionRelationship <IHexCell, IResourceNode> nodeLocationCanon, ICellScorer cellScorer, IRiverCanon riverCanon, IHexGrid grid ) { ModLogic = modLogic; NodeLocationCanon = nodeLocationCanon; CellScorer = cellScorer; RiverCanon = riverCanon; Grid = grid; }
public VegetationPainter( ICellModificationLogic modLogic, IHexGrid grid, IRiverCanon riverCanon, IGridTraversalLogic gridTraversalLogic, IWeightedRandomSampler <IHexCell> cellRandomSampler ) { ModLogic = modLogic; Grid = grid; RiverCanon = riverCanon; GridTraversalLogic = gridTraversalLogic; CellRandomSampler = cellRandomSampler; }
public HillsBalanceStrategy( IYieldEstimator yieldEstimator, IMapScorer mapScorer, IPossessionRelationship <IHexCell, IResourceNode> nodeLocationCanon, ICellModificationLogic modLogic, ITechCanon techCanon ) { YieldEstimator = yieldEstimator; MapScorer = mapScorer; NodeLocationCanon = nodeLocationCanon; ModLogic = modLogic; TechCanon = techCanon; }
public LakeBalanceStrategy( IHexGrid grid, IYieldEstimator yieldEstimator, IMapScorer mapScorer, IPossessionRelationship <IHexCell, IResourceNode> nodePositionCanon, ICellModificationLogic modLogic, ITechCanon techCanon ) { Grid = grid; YieldEstimator = yieldEstimator; MapScorer = mapScorer; NodePositionCanon = nodePositionCanon; ModLogic = modLogic; TechCanon = techCanon; }
public RegionGenerator( ICellModificationLogic modLogic, IHexGrid grid, IMapGenerationConfig config, ICellClimateLogic cellClimateLogic, IWeightedRandomSampler <IHexCell> cellRandomSampler, IRiverCanon riverCanon ) { ModLogic = modLogic; Grid = grid; Config = config; CellClimateLogic = cellClimateLogic; CellRandomSampler = cellRandomSampler; RiverCanon = riverCanon; }
public ImprovementFactory(DiContainer container, IImprovementLocationCanon improvementLocationCanon, ICellModificationLogic cellModificationLogic, [Inject(Id = "Improvement Prefab")] GameObject improvementPrefab, ImprovementSignals signals ) { Container = container; ImprovementLocationCanon = improvementLocationCanon; CellModificationLogic = cellModificationLogic; ImprovementPrefab = improvementPrefab; signals.BeingDestroyed.Subscribe(OnImprovementBeingDestroyed); }
public OceanGenerator( ICellModificationLogic modLogic, IRegionGenerator regionGenerator, ITemplateSelectionLogic templateSelectionLogic, IHexGrid grid, List <IBalanceStrategy> availableBalanceStrategies, IWeightedRandomSampler <MapSection> mapSectionRandomSampler ) { ModLogic = modLogic; RegionGenerator = regionGenerator; TemplateSelectionLogic = templateSelectionLogic; Grid = grid; AvailableBalanceStrategies = availableBalanceStrategies; MapSectionRandomSampler = mapSectionRandomSampler; }
public RiverGenerator( IHexGrid grid, IRiverCanon riverCanon, ICellModificationLogic modLogic, IMapGenerationConfig config, IHexPathfinder hexPathfinder, IWeightedRandomSampler <IHexCell> cellRandomSampler ) { Grid = grid; RiverCanon = riverCanon; ModLogic = modLogic; Config = config; HexPathfinder = hexPathfinder; CellRandomSampler = cellRandomSampler; }
public OasisBalanceStrategy( IHexGrid grid, IYieldEstimator yieldEstimator, ITechCanon techCanon, IMapScorer mapScorer, ICellModificationLogic modLogic, IPossessionRelationship <IHexCell, IResourceNode> nodePositionCanon, IWeightedRandomSampler <IHexCell> cellRandomSampler ) { Grid = grid; YieldEstimator = yieldEstimator; TechCanon = techCanon; MapScorer = mapScorer; ModLogic = modLogic; NodePositionCanon = nodePositionCanon; CellRandomSampler = cellRandomSampler; }
public void InjectDependencies( IWorkerSlotFactory workerSlotFactory, ICellModificationLogic cellModificationLogic, IMapRenderConfig renderConfig, HexCellSignals cellSignals, IGeometry2D geometry2D, IHexCellShaderData shaderData, IMemoryPool <MapChunk> mapChunkPool, IHexMeshFactory hexMeshFactory ) { WorkerSlotFactory = workerSlotFactory; CellModificationLogic = cellModificationLogic; RenderConfig = renderConfig; CellSignals = cellSignals; Geometry2D = geometry2D; ShaderData = shaderData; MapChunkPool = mapChunkPool; HexMeshFactory = hexMeshFactory; }
public CityFactory(DiContainer container, [Inject(Id = "City Prefab")] GameObject cityPrefab, IPossessionRelationship <ICivilization, ICity> cityPossessionCanon, IHexGrid grid, IPossessionRelationship <ICity, IHexCell> cellPossessionCanon, CitySignals citySignals, IUnitFactory unitFactory, IPossessionRelationship <IHexCell, ICity> cityLocationCanon, ICellModificationLogic cellModificationLogic, [Inject(Id = "City Container")] Transform cityContainer ) { Container = container; CityPrefab = cityPrefab; CityPossessionCanon = cityPossessionCanon; Grid = grid; CellPossessionCanon = cellPossessionCanon; UnitFactory = unitFactory; CityLocationCanon = cityLocationCanon; CellModificationLogic = cellModificationLogic; CityContainer = cityContainer; if (citySignals != null) { citySignals.BeingDestroyed.Subscribe(OnCityBeingDestroyed); } }
private void InjectDependencies(ICellModificationLogic modLogic) { ModLogic = modLogic; }
private void InjectDependencies(ICellModificationLogic cellModificationLogic) { CellModificationLogic = cellModificationLogic; }