public MapGenerator( IMapGenerationConfig config, ICivilizationFactory civFactory, IHexGrid grid, IOceanGenerator oceanGenerator, IGridTraversalLogic gridTraversalLogic, IStartingUnitPlacementLogic startingUnitPlacementLogic, IPlayerFactory playerFactory, IGridPartitionLogic gridPartitionLogic, IWaterRationalizer waterRationalizer, IHomelandGenerator homelandGenerator, ITemplateSelectionLogic templateSelectionLogic, ICellClimateLogic cellClimateLogic, ISectionSubdivisionLogic subdivisionLogic, ICivilizationConfig civConfig, IBrainPile brainPile, IMapComposer mapComposer, [Inject(Id = "Coroutine Invoker")] MonoBehaviour coroutineInvoker ) { Config = config; CivFactory = civFactory; Grid = grid; OceanGenerator = oceanGenerator; StartingUnitPlacementLogic = startingUnitPlacementLogic; PlayerFactory = playerFactory; GridPartitionLogic = gridPartitionLogic; WaterRationalizer = waterRationalizer; HomelandGenerator = homelandGenerator; TemplateSelectionLogic = templateSelectionLogic; CellClimateLogic = cellClimateLogic; SubdivisionLogic = subdivisionLogic; CivConfig = civConfig; BrainPile = brainPile; MapComposer = mapComposer; CoroutineInvoker = coroutineInvoker; }
public RegionGenerator( ICellModificationLogic modLogic, IHexGrid grid, IMapGenerationConfig config, ICellClimateLogic cellClimateLogic, IWeightedRandomSampler <IHexCell> cellRandomSampler, IRiverCanon riverCanon ) { ModLogic = modLogic; Grid = grid; Config = config; CellClimateLogic = cellClimateLogic; CellRandomSampler = cellRandomSampler; RiverCanon = riverCanon; }
public TemplateSelectionLogic(ICellClimateLogic cellClimateLogic) { CellClimateLogic = cellClimateLogic; }