public ActivePlayableState(ActorFacade actor) { this.actor = actor; this.combatActionsMapping = DependencyLocator.GetActionsMapper <CombatActionsMapping>(); this.skillQueueResolver = DependencyLocator.GetSkillQueueResolver(); this.tilemapManager = DependencyLocator.getTilemapManager(); }
public CombatGameState(GameStateMachine gameStateMachine) { this.gameStateMachine = gameStateMachine; this.tilemapManager = DependencyLocator.getTilemapManager(); this.timelineController = DependencyLocator.getTimelineController(); this.skillQueueResolver = DependencyLocator.GetSkillQueueResolver(); this.combatActionsMapping = DependencyLocator.GetActionsMapper <CombatActionsMapping>(); this.spawner = DependencyLocator.GetSpawner(); }
public SkillEffect(SkillInput skillInput, Skill skill, int effectDuration) { this.skillQueueResolver = DependencyLocator.GetSkillQueueResolver(); this.timelineController = DependencyLocator.getTimelineController(); this.uniqId = (this.timelineController.CurrentPassAgent.UniqId.groupId, ++SkillEffect.selfIdCount); int atb = (int)Mathf.Floor(100 - this.timelineController.CurrentPassPriorityScore * this.Speed) % 100; atb = (atb + 100) % 100; this.Atb = atb; this.skillInput = skillInput; this.skill = skill; this.effectDuration = effectDuration; }
protected void TriggerSkill() { DependencyLocator.GetSkillQueueResolver().AddSkill(skillInput, skill); }