public RandomUnitGenerationFactory(DiContainer container, IUnitConfigGenerator unitConfigGenerator, UnitColorToShapeDataAccess colorToShapeDataAccess, GameSettings gameSetting, CompositeDisposable disposable) { _container = container; _unitConfigGenerator = unitConfigGenerator; _colorToShapeDataAccess = colorToShapeDataAccess; _gameSetting = gameSetting; _disposable = disposable; }
public GuildManager(IUnitConfigGenerator unitConfigGenerator, GameSettings gameSettings, UnitFactory unitFactory, GuildPositionController guildPositionController, UnitHitHandler unitHitHandler, SignalBus signalBus, GameState gameState) { _unitConfigGenerator = unitConfigGenerator; _gameSettings = gameSettings; _unitFactory = unitFactory; _guildPositionController = guildPositionController; _unitHitHandler = unitHitHandler; _signalBus = signalBus; _gameState = gameState; _guildAList = new List <IUnitController>(); _guildBList = new List <IUnitController>(); _signalBus.Subscribe <UnitShuffleSignal>(OnUnitShuffled); _signalBus.Subscribe <UnitKilledSignal>(OnUnitKilled); }