public ResetHandler( LevelState levelState, StateBroker stateBroker, EventBus eventBus, Board board) : base(levelState, stateBroker, eventBus) { _board = board; }
protected LevelStateHandler( LevelState levelState, StateBroker stateBroker, EventBus eventBus) { _levelState = levelState; _stateBroker = stateBroker; _eventBus = eventBus; }
public void WhenRemovePropertyThatDoesNotExist_ThrowsException() { _stateBroker = new StateBroker(); var stars = new ObservableStateProperty <int>(10); Assert.Throws <Exception>(() => { _stateBroker.RemoveProperty(stars); }); }
public FinishHandler( LevelState levelState, StateBroker stateBroker, EventBus eventBus, LevelSettings settings, SaveController saveController) : base(levelState, stateBroker, eventBus) { _settings = settings; _saveController = saveController; }
public void WhenAddSamePropertyTwice_ThrowsException() { _stateBroker = new StateBroker(); var stars = new ObservableStateProperty <int>(10); _stateBroker.AddProperty(stars); Assert.Throws <Exception>(() => { _stateBroker.AddProperty(stars); }); }
public void SetupStateBroker() { _stateBroker = new StateBroker(); var stars = new ObservableStateProperty <int>(10); var coins = new ObservableStateProperty <int>(10); _stateBroker.AddProperty(stars); _stateBroker.AddProperty(coins); _state = new State(stars, coins); }
public StartHandler( LevelState levelState, StateBroker stateBroker, EventBus eventBus, Board board, LevelSettings settings, IActor player) : base(levelState, stateBroker, eventBus) { _board = board; _settings = settings; _player = player; }
public void Setup() { _gameSettings = Resources.Load <GameSettings>("Settings/Game/GameSettings"); _stateBroker = Resources.Load <StateBroker>("Settings/Game/GameStateBroker"); _gameState = Resources.Load <GameState>("Settings/Game/GameState"); _gameState.Initialise(_stateBroker); _stateBroker.Initialise(); _sceneController = new SceneController( new MockSceneTransition(), _gameState, new MockEventBus() ); }
public GameController( StateBroker stateBroker, EventBus gameEventBus, SceneController sceneController, GameSettings settings, GameState state, MonoBehaviour coroutineRunner) { _stateBroker = stateBroker; _gameEventBus = gameEventBus; _sceneController = sceneController; _settings = settings; _state = state; _coroutineRunner = coroutineRunner; }
private void Init() { if (StateBroker != null) { return; } StateBroker = new StateBroker(); var stars = new ObservableStateProperty <int>(10); var coins = new ObservableStateProperty <int>(10); StateBroker.AddProperty(stars); StateBroker.AddProperty(coins); GameState = new GameState(stars, coins); }
public PauseHandler(LevelState levelState, StateBroker stateBroker, EventBus eventBus) : base(levelState, stateBroker, eventBus) { }