Esempio n. 1
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 public void InjectDependencies(
     UIStateMachineBrain brain, LoadGameDisplay loadGameDisplay
     )
 {
     Brain           = brain;
     LoadGameDisplay = loadGameDisplay;
 }
 public void InjectDependencies(
     List <UnitDisplayBase> displaysToManage,
     UIStateMachineBrain brain,
     ICombatExecuter combatExecuter,
     IUnitAttackOrderLogic attackOrderLogic,
     IUnitPositionCanon unitPositionCanon,
     IHexPathfinder hexPathfinder,
     ICellPathDrawer pathDrawer,
     CitySignals citySignals,
     UnitSignals unitSignals,
     HexCellSignals cellSignals,
     IHexCellOverlayManager overlayManager,
     [Inject(Id = "Combat Summary Display")] CombatSummaryDisplay combatSummaryDisplay,
     IPossessionRelationship <IHexCell, ICity> cityLocationCanon
     )
 {
     DisplaysToManage     = displaysToManage;
     Brain                = brain;
     CombatExecuter       = combatExecuter;
     AttackOrderLogic     = attackOrderLogic;
     UnitPositionCanon    = unitPositionCanon;
     HexPathfinder        = hexPathfinder;
     PathDrawer           = pathDrawer;
     CitySignals          = citySignals;
     UnitSignals          = unitSignals;
     CellSignals          = cellSignals;
     OverlayManager       = overlayManager;
     CombatSummaryDisplay = combatSummaryDisplay;
     CityLocationCanon    = cityLocationCanon;
 }
 public void InjectDependencies(
     UIStateMachineBrain brain, MapGenerationDisplay newGameDisplay
     )
 {
     Brain          = brain;
     NewGameDisplay = newGameDisplay;
 }
 public void InjectDependencies(UIStateMachineBrain brain,
                                [Inject(Id = "Title Screen State Selection Display")] GameObject stateSelectionDisplay
                                )
 {
     Brain = brain;
     StateSelectionDisplay = stateSelectionDisplay;
 }
Esempio n. 5
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 public void InjectDependencies(
     UIStateMachineBrain brain, RiverPaintingPanel riverPanel
     )
 {
     Brain      = brain;
     RiverPanel = riverPanel;
 }
 public void InjectDependencies(
     MapGenerationDisplay mapGenerationDisplay, UIStateMachineBrain brain
     )
 {
     MapGenerationDisplay = mapGenerationDisplay;
     Brain = brain;
 }
 public void InjectDependencies(UIStateMachineBrain brain,
                                [Inject(Id = "Options Display")] GameObject optionsDisplay
                                )
 {
     Brain          = brain;
     OptionsDisplay = optionsDisplay;
 }
 public void InjectDependencies(
     List <CivilizationDisplayBase> civilizationDisplays, CoreSignals coreSignals,
     IGameCore gameCore, UIStateMachineBrain brain, CitySummaryManager citySummaryManager,
     IPossessionRelationship <IHexCell, ICity> cityLocationCanon, ITechCanon techCanon,
     IExplorationCanon explorationCanon, VisibilitySignals visibilitySignals,
     IFreeGreatPeopleCanon freeGreatPeopleCanon, ICameraFocuser cameraFocuser,
     [Inject(Id = "Free Techs Display")] RectTransform freeTechsDisplay,
     [Inject(Id = "Play Mode Default Panels")] List <RectTransform> defaultPanels,
     [Inject(Id = "Free Great People Notification")] RectTransform freeGreatPeopleNotification
     )
 {
     CivilizationDisplays = civilizationDisplays;
     CoreSignals          = coreSignals;
     GameCore             = gameCore;
     Brain = brain;
     CitySummaryManager          = citySummaryManager;
     CityLocationCanon           = cityLocationCanon;
     TechCanon                   = techCanon;
     ExplorationCanon            = explorationCanon;
     VisibilitySignals           = visibilitySignals;
     FreeGreatPeopleCanon        = freeGreatPeopleCanon;
     CameraFocuser               = cameraFocuser;
     FreeTechsDisplay            = freeTechsDisplay;
     DefaultPanels               = defaultPanels;
     FreeGreatPeopleNotification = freeGreatPeopleNotification;
 }
Esempio n. 9
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 public void InjectDependencies(
     List <CityDisplayBase> displaysToManage, UIStateMachineBrain brain
     )
 {
     DisplaysToManage = displaysToManage;
     Brain            = brain;
 }
Esempio n. 10
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 public void InjectDependencies(UIStateMachineBrain brain,
                                [Inject(Id = "Save Game Display")] GameObject saveGameDisplay
                                )
 {
     Brain           = brain;
     SaveGameDisplay = saveGameDisplay;
 }
 public void InjectDependencies(
     UIStateMachineBrain brain, TechTreeDisplay techTreeDisplay
     )
 {
     Brain           = brain;
     TechTreeDisplay = techTreeDisplay;
 }
 public void InjectDependencies(
     UIStateMachineBrain brain,
     [Inject(Id = "Declare War Display")] RectTransform declareWarDisplay
     )
 {
     Brain             = brain;
     DeclareWarDisplay = declareWarDisplay;
 }
 public void InjectDependencies(
     [Inject(Id = "Map Editor Default Panels")] List <RectTransform> defaultPanels,
     UIStateMachineBrain brain
     )
 {
     DefaultPanels = defaultPanels;
     Brain         = brain;
 }
Esempio n. 14
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 public void InjectDependencies(
     UIStateMachineBrain brain,
     [Inject(Id = "Proposal Display")] RectTransform proposalDisplay
     )
 {
     Brain           = brain;
     ProposalDisplay = proposalDisplay;
 }
 public void InjectDependencies(
     UIStateMachineBrain brain, LoadingScreen loadingScreen, IVisibilityResponder visibilityResponder
     )
 {
     Brain               = brain;
     LoadingScreen       = loadingScreen;
     VisibilityResponder = visibilityResponder;
 }
Esempio n. 16
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 public void InjectDependencies(
     UIStateMachineBrain brain,
     [Inject(Id = "Escape Menu Options Display")] GameObject escapeMenuOptionsDisplay
     )
 {
     Brain = brain;
     EscapeMenuOptionsDisplay = escapeMenuOptionsDisplay;
 }
 public void InjectDependencies(
     UIStateMachineBrain brain, IGameCore gameCore,
     FreeGreatPeopleDisplay freeGreatPeopleDisplay
     )
 {
     Brain    = brain;
     GameCore = gameCore;
     FreeGreatPeopleDisplay = freeGreatPeopleDisplay;
 }
 public void InjectDependencies(
     UIStateMachineBrain brain, TechTreeDisplay techTreeDisplay,
     CivSelectionPanel civSelectionPanel
     )
 {
     Brain             = brain;
     TechTreeDisplay   = techTreeDisplay;
     CivSelectionPanel = civSelectionPanel;
 }
 public void InjectDependencies(
     SocialPoliciesDisplay socialPoliciesDisplay, UIStateMachineBrain brain,
     IGameCore gameCore
     )
 {
     SocialPoliciesDisplay = socialPoliciesDisplay;
     Brain    = brain;
     GameCore = gameCore;
 }
 public void InjectDependencies(
     BrushPanel brushPanel, UIStateMachineBrain brain,
     [Inject(Id = "Edit Type Selection Panel")] GameObject editTypeSelectionPanel
     )
 {
     BrushPanel             = brushPanel;
     Brain                  = brain;
     EditTypeSelectionPanel = editTypeSelectionPanel;
 }
Esempio n. 21
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 public void InjectDependencies(
     UIStateMachineBrain brain, IVisibilityCanon visibilityCanon,
     IVisibilityResponder visibilityResponder
     )
 {
     Brain               = brain;
     VisibilityCanon     = visibilityCanon;
     VisibilityResponder = visibilityResponder;
 }
 public void InjectDependencies(
     UIStateMachineBrain brain,
     [Inject(Id = "Escape Menu Container")] RectTransform escapeMenuContainer,
     IFreeGreatPeopleCanon freeGreatPeopleCanon,
     List <IPlayModeSensitiveElement> playModeSensitiveElements
     )
 {
     Brain = brain;
     EscapeMenuContainer       = escapeMenuContainer;
     PlayModeSensitiveElements = playModeSensitiveElements;
 }
 public void InjectDependencies(
     UnitEditingPanel unitEditingPanel, UIStateMachineBrain brain,
     IUnitPositionCanon unitPositionCanon, UnitSignals unitSignals,
     HexCellSignals cellSignals
     )
 {
     UnitEditingPanel  = unitEditingPanel;
     Brain             = brain;
     UnitPositionCanon = unitPositionCanon;
     UnitSignals       = unitSignals;
     CellSignals       = cellSignals;
 }
Esempio n. 24
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 public void InjectDependencies(
     UIStateMachineBrain brain, IMapComposer mapComposer, IVisibilityResponder visibilityResponder,
     IVisibilityCanon visibilityCanon, IExplorationCanon explorationCanon, IGameCore gameCore,
     IUnitMapIconManager unitMapIconManager, List <IPlayModeSensitiveElement> playModeSensitiveElements
     )
 {
     Brain                     = brain;
     MapComposer               = mapComposer;
     VisibilityResponder       = visibilityResponder;
     VisibilityCanon           = visibilityCanon;
     ExplorationCanon          = explorationCanon;
     GameCore                  = gameCore;
     UnitMapIconManager        = unitMapIconManager;
     PlayModeSensitiveElements = playModeSensitiveElements;
 }
Esempio n. 25
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 public void InjectDependencies(
     UnitSignals unitSignals, HexCellSignals cellSignals, CitySignals citySignals,
     IUnitPositionCanon unitPositionCanon, ICombatExecuter combatExecuter,
     UIStateMachineBrain brain, IPossessionRelationship <IHexCell, ICity> cityLocationCanon,
     [Inject(Id = "Ranged Attack State Displays")] List <UnitDisplayBase> displaysToManage,
     [Inject(Id = "Combat Summary Display")] CombatSummaryDisplay combatSummaryDisplay,
     IHexCellOverlayManager overlayManager
     )
 {
     UnitSignals          = unitSignals;
     CellSignals          = cellSignals;
     CitySignals          = citySignals;
     UnitPositionCanon    = unitPositionCanon;
     CombatExecuter       = combatExecuter;
     Brain                = brain;
     CityLocationCanon    = cityLocationCanon;
     DisplaysToManage     = displaysToManage;
     CombatSummaryDisplay = combatSummaryDisplay;
     OverlayManager       = overlayManager;
 }
Esempio n. 26
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        public void InjectDependencies(
            UIStateMachineBrain brain, IHexGrid grid, IMapComposer mapComposer,
            ICivilizationFactory civFactory, IPlayerFactory playerFactory,
            IVisibilityResponder visibilityResponder, IVisibilityCanon visibilityCanon,
            IExplorationCanon explorationCanon, List <IPlayModeSensitiveElement> playModeSensitiveElements,
            ICivilizationConfig civConfig, IBrainPile brainPile, IUnitMapIconManager unitMapIconManager

            )
        {
            Brain                     = brain;
            Grid                      = grid;
            MapComposer               = mapComposer;
            CivFactory                = civFactory;
            PlayerFactory             = playerFactory;
            VisibilityResponder       = visibilityResponder;
            VisibilityCanon           = visibilityCanon;
            ExplorationCanon          = explorationCanon;
            PlayModeSensitiveElements = playModeSensitiveElements;
            CivConfig                 = civConfig;
            BrainPile                 = brainPile;
            UnitMapIconManager        = unitMapIconManager;
        }
 public void InjectDependencies(
     IHexGrid grid, ICityConfig config, IUnitPositionCanon unitPositionCanon,
     ICombatExecuter combatExecuter, UIStateMachineBrain brain,
     IPopulationGrowthLogic growthLogic, IProductionLogic productionLogic,
     IYieldGenerationLogic resourceGenerationLogic, IGameCore gameCore,
     IPossessionRelationship <ICivilization, ICity> cityPossessionCanon,
     IPossessionRelationship <IHexCell, ICity> cityLocationCanon,
     [Inject(Id = "UI Animator")] Animator uiAnimator
     )
 {
     Grid                 = grid;
     Config               = config;
     UnitPositionCanon    = unitPositionCanon;
     CombatExecuter       = combatExecuter;
     Brain                = brain;
     GrowthLogic          = growthLogic;
     ProductionLogic      = productionLogic;
     YieldGenerationLogic = resourceGenerationLogic;
     GameCore             = gameCore;
     CityPossessionCanon  = cityPossessionCanon;
     CityLocationCanon    = cityLocationCanon;
     UIAnimator           = uiAnimator;
 }
Esempio n. 28
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 public void InjectDependencies(ICityCaptureDisplay cityCaptureDisplay, UIStateMachineBrain brain)
 {
     CityCaptureDisplay = cityCaptureDisplay;
     Brain = brain;
 }
 public void InjectDependencies(ResourcePaintingPanel resourcePaintingPanel, UIStateMachineBrain brain)
 {
     ResourcePaintingPanel = resourcePaintingPanel;
     Brain = brain;
 }
 public void InjectDependencies(CityPaintingPanel cityPaintingPanel, UIStateMachineBrain brain)
 {
     CityPaintingPanel = cityPaintingPanel;
     Brain             = brain;
 }