public InorganicsOwner(Entity[] entitys, IMapGate gate, Behavior behavior)
 {
     _Behavior = behavior;
     _Entitys  = entitys;
     _Gate     = gate;
     _Updater  = new Updater();
 }
 public InorganicsOwner(Entity[] entitys, IMapGate gate , Wisdom wisdom)
 {
     _Wisdom = wisdom;
     _Entitys = entitys;
     _Gate = gate;
     _Updater = new Updater();
 }
 public InorganicsOwner(Entity[] entitys, IMapGate gate, Wisdom wisdom)
 {
     _Wisdom  = wisdom;
     _Entitys = entitys;
     _Gate    = gate;
     _Updater = new Updater();
 }
 public FieldWisdom(ENTITY[] types, Entity owner, IMapGate gate, IMapFinder finder)
 {
     _Ids = new Queue<Guid>();
     _Types = types;
     _Owner = owner;
     _Gate = gate;
     _Finder = finder;
 }
 public FieldBehavior(ENTITY[] types, Entity owner, IMapGate gate, IMapFinder finder)
 {
     _Ids    = new Queue <Guid>();
     _Types  = types;
     _Owner  = owner;
     _Gate   = gate;
     _Finder = finder;
 }
 public StrongholdBehavior(ENTITY[] entitys, IIndividual player, IMapGate gate, IMapFinder finder)
 {
     _Ids     = new Queue <Guid>();
     _Entitys = entitys;
     _Player  = player;
     _Gate    = gate;
     _Finder  = finder;
 }
 public StrongholdWisdom(ENTITY[] entitys, IIndividual player, IMapGate gate, IMapFinder finder)
 {
     _Ids = new Queue<Guid>();
     _Entitys = entitys;
     _Player = player;
     _Gate = gate;
     _Finder = finder;
 }
 public PortalWisdom(Entity entity, string target_realm, ENTITY[] pass_entity, IMapGate gate, IMapFinder finder)
 {
     _Entity = entity;
     _TargetRealm = target_realm;
     _PassEntity = pass_entity;
     _Gate = gate;
     _Finder = finder;
 }
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 public PortalWisdom(Entity entity, string target_realm, ENTITY[] pass_entity, IMapGate gate, IMapFinder finder)
 {
     _Entity      = entity;
     _TargetRealm = target_realm;
     _PassEntity  = pass_entity;
     _Gate        = gate;
     _Finder      = finder;
 }
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 public ChestBehavior(Entity owner, Entity exit, Entity debirs, Entity door, IMapFinder finder, IMapGate gate)
 {
     _Owner  = owner;
     _Exit   = exit;
     _Chest  = debirs;
     _Door   = door;
     _Finder = finder;
     _Gate   = gate;
 }
 public Aboriginal(IMapFinder map, IMapGate gate, Entity actor, Wisdom wisdom)
 {
     _Gate    = gate;
     _Wisdom  = wisdom;
     _Updater = new Updater();
     _Map     = map;
     _Actor   = actor;
     _Machine = new StageMachine();
 }
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 public Aboriginal(IMapFinder map, IMapGate gate, Entity actor, Behavior behavior)
 {
     _Gate     = gate;
     _Behavior = behavior;
     _Updater  = new Updater();
     _Map      = map;
     _Actor    = actor;
     _Machine  = new StatusMachine();
 }
 public Aboriginal(IMapFinder map,IMapGate gate, Entity actor ,  Wisdom wisdom)
 {
     _Gate = gate;
     _Wisdom = wisdom;
     _Updater = new Updater();
     _Map = map;
     _Actor = actor;
     _Machine = new StageMachine();
 }
 public ChestWisdom(Entity owner, Entity exit, Entity debirs, Entity door, IMapFinder finder, IMapGate gate)
 {
     _Owner = owner;
     _Exit = exit;
     _Chest = debirs;
     _Door = door;
     _Finder = finder;
     _Gate = gate;
 }
        public ChestExcludeAction(IMapGate gate, IMapFinder finder, Entity owner, Entity door, Entity exit)
        {
            _Contestants = new List <Guid>();
            _Gate        = gate;
            _Finder      = finder;

            _Owner = owner;
            _Door  = door;
            _Exit  = exit;
        }
        public ChestExcludeAction(IMapGate gate , IMapFinder finder, Entity owner, Entity door, Entity exit)
        {
            _Contestants = new List<Guid>();
            _Gate = gate;
            _Finder = finder;

            _Owner = owner;
            _Door = door;
            _Exit = exit;
        }
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        public GameStage(ISoulBinder binder, IMapFinder map , IMapGate gate, Entity entity)
        {
            _Gate = gate;
            _Map = map;
            _Binder = binder;
            _DeltaTimeCounter = new TimeCounter();
            _UpdateTimeCounter = new TimeCounter();
            _Updater = new Updater();
            _Machine = new StageMachine();
            _DifferenceNoticer = new DifferenceNoticer<IIndividual>();

            _Player = entity;
            _Mover = new Mover(this._Player);
        }
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        public GameStage(ISoulBinder binder, IMapFinder map, IMapGate gate, Entity entity)
        {
            _Gate              = gate;
            _Map               = map;
            _Binder            = binder;
            _DeltaTimeCounter  = new TimeCounter();
            _UpdateTimeCounter = new TimeCounter();
            _Updater           = new Updater();
            _Machine           = new StageMachine();
            _DifferenceNoticer = new DifferenceNoticer <IIndividual>();

            _Player = entity;
            _Mover  = new Mover(this._Player);
        }
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 public GameStage(ISoulBinder binder, IMapFinder map, IMapGate gate, Entity entity, Behavior behavior) : this(binder, map, gate, entity)
 {
     _Behavior = behavior;
 }
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 public InorganicsWisdom(IEnumerable <Entity> inorganics, IMapGate gate)
 {
     _Entities = inorganics.ToArray();
     _Gate     = gate;
 }
 public InorganicsWisdom(IEnumerable<Entity> inorganics, IMapGate gate)
 {
     _Entities = inorganics.ToArray();
     _Gate = gate;
 }
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 public GameStage(ISoulBinder binder, IMapFinder map, IMapGate gate, Entity entity, Wisdom wisdom) : this(binder, map, gate, entity)
 {
     _Wisdom = wisdom;
 }
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 public ChestIdleAction(Entity chest, IMapGate gate)
 {
     _Chest = chest;
     _Gate  = gate;
 }
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 public GameStage(ISoulBinder binder, IMapFinder map, IMapGate gate, Entity entity, Wisdom wisdom)
     : this(binder, map, gate, entity)
 {
     _Wisdom = wisdom;
 }
 public EnteranceWisdom(ENTITY[] types, Entity owner, IMapGate gate)
 {
     _Types = types;
     _Owner = owner;
     _Gate = gate;
 }
 internal EntityGroupBuilder(string id , IMapFinder finder , IMapGate gate)
 {
     _Id = id;
     _Finder = finder;
     _Gate = gate;
 }
 public EnteranceWisdom(ENTITY[] types, Entity owner, IMapGate gate)
 {
     _Types = types;
     _Owner = owner;
     _Gate  = gate;
 }
 internal EntityGroupBuilder(string id, IMapFinder finder, IMapGate gate)
 {
     _Id     = id;
     _Finder = finder;
     _Gate   = gate;
 }
 public ChestIdleAction(Entity chest, IMapGate gate)
 {
     _Chest = chest;
     _Gate = gate;
 }