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; }
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; }
public void InjectDependencies( List <CityDisplayBase> displaysToManage, UIStateMachineBrain brain ) { DisplaysToManage = displaysToManage; Brain = brain; }
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; }
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; }
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; }
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; }
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; }
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; }
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; }
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; }