public HeightmapController(ITerrainService terrainService, IFaultHeightmapGenerator faultHeightmapGenerator, IDiamondSquareGenerator diamondSquareGenerator, IOpenSimplexGenerator openSimplexGenerator) { this.terrainService = terrainService; this.faultHeightmapGenerator = faultHeightmapGenerator; this.diamondSquareGenerator = diamondSquareGenerator; this.openSimplexGenerator = openSimplexGenerator; }
public GameController( Game game, ICollisionDetectionService collisionDetectionService, IPlayerService playerService, IEnemyService enemyService, IInputService inputService, IHeadUpDisplayService headUpDisplayService, ITerrainService terrainService, IAudioService audioService) : base(game) { this.game = game; this.collisionDetectionService = collisionDetectionService; this.playerService = playerService; this.enemyService = enemyService; this.inputService = inputService; this.headUpDisplayService = headUpDisplayService; this.terrainService = terrainService; this.audioService = audioService; this.inputService.AnalogPauseChanged += delegate { this.isGamePaused = !this.isGamePaused; }; this.inputService.PauseChanged += delegate { this.isGamePaused = !this.isGamePaused; }; this.fadeEffect = "FadeIn"; }
public PlayerService(Game game, IInputService inputService, IAudioService audioService, IPlayerFactory playerFactory, ITerrainService terrainService) : base(game) { this.inputService = inputService; this.audioService = audioService; this.playerFactory = playerFactory; this.terrainService = terrainService; }
/// <summary> /// Unity Start function called when the gameobject instantiates /// </summary> public void Start() { m_lineMaterial = new Material(Shader.Find("Legacy Shaders/Particles/Alpha Blended")); m_lineMaterial.hideFlags = HideFlags.HideAndDontSave; m_lineMaterial.shader.hideFlags = HideFlags.HideAndDontSave; m_terrainService = TinyIoCContainer.Current.Resolve <ITerrainService>(); m_terrainService.SetDimensions(m_width, m_height); }
/// <summary> /// Unity function called after instantiating the gameobject /// </summary> public void Start() { m_lineMaterial = new Material(Shader.Find("Legacy Shaders/Particles/Alpha Blended")); m_lineMaterial.hideFlags = HideFlags.HideAndDontSave; m_lineMaterial.shader.hideFlags = HideFlags.HideAndDontSave; m_brushTypes = Enum.GetValues(typeof(Brush)).Cast <Brush>(); m_logging = TinyIoCContainer.Current.Resolve <ILoggingService>(); m_terrainService = TinyIoCContainer.Current.Resolve <ITerrainService>(); }
public CollisionDetectionService( Game game, IPlayerService playerService, IEnemyService enemyService, ITerrainService terrainService) : base(game) { this.playerService = playerService; this.enemyService = enemyService; this.terrainService = terrainService; }
protected override void Start() { base.Start(); MoveProvaider = Container.Resolve<IFigureMoveProvaider>(); base.Start(); if (!isServer) { MoveProvaider.Initialize(this, _currentTerrainBehaviour); return; } _terrainService = Container.Resolve<ITerrainService>(); _currentTerrainBehaviour = _terrainService.GetTerrainBehaviour(_random.Next(1, 5), _random.Next(1, 5)); MoveProvaider.Initialize(this, _currentTerrainBehaviour); }
public BorderService(ITerrainService terrainService, IBuidlerTownStrategy buidlerTownStrategy) { _terrainService = terrainService; _buidlerTownStrategy = buidlerTownStrategy; }
private void ComposeServices() { this.terrainService = new TerrainService( this); this.headUpDisplayService = new HeadUpDisplayService( this); this.audioService = new AudioService( this); this.enemyFactory = new EnemyFactory( this, terrainService); this.enemyService = new EnemyService( this, enemyFactory); this.playerFactory = new PlayerFactory( this); this.inputService = new InputService( this); this.playerService = new PlayerService( this, inputService, audioService, playerFactory, terrainService); this.collisionDetectionService = new CollisionDetectionService( this, playerService, enemyService, terrainService); this.gameController = new GameController( this, collisionDetectionService, playerService, enemyService, inputService, headUpDisplayService, terrainService, audioService); try { var consoleAssembly = Assembly.Load("SpaceFighter.Console"); var consoleServiceType = consoleAssembly.GetType("SpaceFighter.Console.ConsoleService"); var consoleService = Activator.CreateInstance(consoleServiceType, this); this.Components.Add(consoleService as IGameComponent); } catch(FileNotFoundException) { // No console support available } }
public FigureMoveProvaider(ITerrainService terrainService) { _terrainService = terrainService; }