public HireCitizenEvent(BaseWorld world, WorldData worldData, Player player, TestUnitFactory unitFactory, float period) : base(world) { _worldData = worldData; _updatePeriod = period; _player = player; _unitFactory = unitFactory; }
private void InitializeOnGuiDrawer(BaseWorld world, Player player, TestUnitFactory unitFactory) { //initialize additional events var selectionManager = new SelectionManager(world); var uiController = new ImUiController(selectionManager, _worldData); var worldPanel = new WorldDataPanelOnGui(world); _onGui.Add(new ResourcesDrawer(world)); _onGui.Add(new PlayerDrawer(player)); _onGui.Add(worldPanel); _onGui.Add(new TestUnitOnGui(unitFactory)); _onGui.Add(selectionManager, true); _onGui.Add(uiController, true); }
private void CreateWorldEvents(BaseWorld world, Player player, TestUnitFactory unitFactory) { var socialUpdatePeriod = 4; var hireCitizen = new HireCitizenEvent(world, _worldData, player, unitFactory, socialUpdatePeriod); var foodEvent = new CityFoodConsumptionEvent(world, _worldData, socialUpdatePeriod); var constructionModule = new ConstructionModule(world, unitFactory); var constructionOnGui = new ConstructionOnGui(unitFactory, constructionModule); _onGui.Add(constructionOnGui); world.Events.Add(constructionModule); world.Events.Add(foodEvent); world.Events.Add(hireCitizen); }
public SimulationInitializeState(IStateController <SimulationState> controller, TestUnitFactory unitFactory, Player player, SimulationOnGui onGui, BaseWorld world, WorldData worldData) { _controller = controller; _unitFactory = unitFactory; _player = player; _onGui = onGui; _world = world; _worldData = worldData; }
public SimulationStatesFactory(IStateController <SimulationState> controller, TestUnitFactory unitFactory, SimulationOnGui simulationOnGui, Player player, WorldData worldData, BaseWorld gameWorld) { _unitFactory = unitFactory; _dummyState = new DummyState(); _stateBehaviours = new Dictionary <SimulationState, IStateBehaviour>() { { SimulationState.Idle, new SimulationIdleState(gameWorld) }, { SimulationState.Initialize, new SimulationInitializeState(controller, unitFactory, player, simulationOnGui, gameWorld, worldData) }, }; }
public override IEnumerator Execute() { _gui = new GameObject("GuiConroller").AddComponent <SimulationOnGui>(); _unitFactory = _worldData.GetComponent <TestUnitFactory>(); var relationshipMap = CreateRelationshipMap(); _gameWorld = CreateWorld(relationshipMap); _player = CreatePlayer(_gameWorld); //start state var stateManager = CreateStateManager(); stateManager.SetState(SimulationState.Initialize); while (stateManager.CurrentState != SimulationState.Leave) { yield return(null); } }
public ConstructionOnGui(TestUnitFactory unitFactory, ConstructionModule constructionModule) { _unitFactory = unitFactory; _constructionModule = constructionModule; }
public TestUnitOnGui(TestUnitFactory unitFactory) { _unitFactory = unitFactory; }
public Barracks(List <UnitInfo> barraksUnits, BaseWorld world, TestUnitFactory unitFactory) : base(world) { AvailableUnits = barraksUnits; _unitFactory = unitFactory; }
public ConstructionModule(BaseWorld world, TestUnitFactory unitFactory) : base(world) { _unitFactory = unitFactory; }