public LobbyMenuManager( [Inject(Id = Identifiers.LobbyStartGameButton)] Button startGameButton, [Inject(Id = Identifiers.LobbyReadyButton)] Button readyButton, [Inject(Id = Identifiers.LobbyLeaveButton)] Button leaveButton, [Inject(Id = Identifiers.StartTextReady)] Text startTextReady, [Inject(Id = Identifiers.StartTextNotReady)] Text startTextNotReady, UnityClient client, ClientInfo clientInfo, ServerManager serverManager, LobbyMessageSender messageSender, LobbyStateManager lobbyStateManager, HostSceneManager sceneManager, IGameCycleController cycleController) { _readyButton = readyButton; _leaveLobbyButton = leaveButton; _startGameButton = startGameButton; _startTextReady = startTextReady; _startTextNotReady = startTextNotReady; _client = client; _clientInfo = clientInfo; _sceneManager = sceneManager; _cycleController = cycleController; _serverManager = serverManager; _messageSender = messageSender; _lobbyStateManager = lobbyStateManager; }
public GameEndManager( LivingCharactersRegistry livingCharactersRegistry, HostSceneManager sceneManager, ClientInfo info, IGameCycleController cycleController, GameState state) { _livingCharactersRegistry = livingCharactersRegistry; _sceneManager = sceneManager; _info = info; _cycleController = cycleController; _state = state; }
public WinManager( Settings settings, HostSceneManager sceneManager, IGameCycleController gameCycleController, IGameCycle gameCycle, GameState state ) { _settings = settings; _sceneManager = sceneManager; _gameCycleController = gameCycleController; _gameCycle = gameCycle; _state = state; }
public GameEndedMenuManager( [Inject(Id = Identifiers.GameEndedHostOkButton)] Button okHostButton, [Inject(Id = Identifiers.GameEndedLeaveServerButton)] Button leaveServerButton, [Inject(Id = Identifiers.GameEndedLoseText)] TextMeshProUGUI loseText, [Inject(Id = Identifiers.GameEndedWinText)] TextMeshProUGUI winText, ClientInfo clientInfo, ServerManager serverManager, HostSceneManager sceneManager) { _okHostButton = okHostButton; _loseText = loseText; _leaveServerButton = leaveServerButton; _winText = winText; _clientInfo = clientInfo; _serverManager = serverManager; _sceneManager = sceneManager; }
public StartLevelTrigger( HostSceneManager sceneManager) { _sceneManager = sceneManager; }