internal PirateController(IPersonModel model, GameObject view, IActionSystem actionSystem, IPersonController hero) : base(model, view, actionSystem) { _hero = hero; }
public TeamWindow(IUser user) { InitializeComponent(); source = ApplicationController.getProvider(); personController = ApplicationController.getPersonController(); teamController = ApplicationController.getTeamController(); personList = source.getPeople(); personList.Sort((x, y) => x.FirstName.CompareTo(y.FirstName)); personList.ForEach(x => x.Ratio = Math.Round(x.Ratio, 3)); selectedPersons = new List <IPerson>(); selectionListBox.ItemsSource = personList; this.user = user; }
// Use this for initialization void Awake() { person = GetComponent <IPersonController>(); _levelController = GetComponent <LevelController>(); if (MaxHealth == 0) { MaxHealth = _levelController.HealthAtLevel; } if (_CurrentHealth == 0) { _CurrentHealth = MaxHealth; } }
public void Init(IPersonController _owner) { owner = _owner; }
/// <summary> /// Контруктор /// </summary> /// <param name="sender"></param> /// <param name="owner"></param> public HitData(GameObject sender, IPersonController owner) { Owner = owner; Sender = sender; }
public PersonController(IPersonController implementation) { this.implementation = implementation; }
public static void CalculateDamage(IPersonController reciever, IPersonController transmiter) { reciever.GetHealth().TakeDamage(transmiter.GetLevel().DamageAtLevel); }
internal static void CalculateCriticalDamage(IPersonController reciever, IPersonController transmiter) { reciever.GetHealth().TakeDamage(transmiter.GetLevel().CriticalDamageAtLevel); }
public ApplicationEntryPoint(IPersonController personController) { _PersonController = personController; }
//Ctor. public App(IPersonController personController, IPetController petController, IBirthStateController birthstateController) { _personController = personController; _petController = petController; _birthstateController = birthstateController; }
public void Init(IPersonController _owner) { owner = _owner; damage = owner.GetLevel().DamageAtLevel; }