public CharacterModel( [NotNull] ICharacterDal dal, [NotNull] ICharacterFactory characterFactory) { this.dal = dal; this.characterFactory = characterFactory; }
public void SetUp() { _unitOfWorkFactory = new FakeUnitOfWorkFactory(); _characterFactory = Substitute.For <ICharacterFactory>(); _itemService = Substitute.For <IItemService>(); _authorizationUtil = Substitute.For <IAuthorizationUtil>(); _characterHistoryUtil = Substitute.For <ICharacterHistoryUtil>(); _mapper = Substitute.For <IMapper>(); _characterModifierUtil = Substitute.For <ICharacterModifierUtil>(); _notificationSessionFactory = new FakeNotificationSessionFactory(); _characterUtil = Substitute.For <ICharacterUtil>(); _itemUtil = Substitute.For <IItemUtil>(); _service = new CharacterService( _unitOfWorkFactory, _characterFactory, _itemService, _authorizationUtil, _characterHistoryUtil, _mapper, _characterModifierUtil, _notificationSessionFactory, _characterUtil, _itemUtil ); }
protected CreationalCommand(ICommandCenter commandCenter, ICharacterFactory characterFactory, IValidator validator, IRandomGenerator random) : base(commandCenter, validator) { this.Validator.ValidateNull(characterFactory, FactoryCannotBeNullMessage); this.CharacterFactory = characterFactory; this.Random = random; }
public CharacterService(ICharacterRepository characterRepository, IUnitOfWork uow, IHouseService houseService, ICharacterFactory charactereFactory) { CharacterRepository = characterRepository ?? throw new ArgumentNullException(nameof(characterRepository)); Uow = uow ?? throw new ArgumentNullException(nameof(uow)); HouseService = houseService ?? throw new ArgumentNullException(nameof(houseService)); CharacterFactory = charactereFactory ?? throw new ArgumentNullException(nameof(charactereFactory)); }
// 執行 public override void Execute() { // 建立Soldier ICharacterFactory Factory = PBDFactory.GetCharacterFactory(); ISoldier Soldier = Factory.CreateSoldier(m_emSoldier, m_emWeapon, m_Lv, m_Position); // 依機率產生前輟能力 int Rate = UnityEngine.Random.Range(0, 100); int AttrID = 0; if (Rate > 90) { AttrID = 13; } else if (Rate > 80) { AttrID = 12; } else if (Rate > 60) { AttrID = 11; } else { return; } // 加上字首能力 //Debug.Log("加上前輟能力:"+AttrID); IAttrFactory AttrFactory = PBDFactory.GetAttrFactory(); SoldierAttr PreAttr = AttrFactory.GetEliteSoldierAttr(ENUM_AttrDecorator.Prefix, AttrID, Soldier.GetSoldierValue()); Soldier.SetCharacterAttr(PreAttr); }
// 更新 public override void Update() { if (m_StageData.Count == 0) { return; } // 是否可以产生 m_CoolDown -= Time.deltaTime; if (m_CoolDown > 0) { return; } m_CoolDown = m_MaxCoolDown; // 取得上场的角色 StageData theNewEnemy = GetEnemy(); if (theNewEnemy == null) { return; } // 一次产生一个单位 ICharacterFactory Factory = PBDFactory.GetCharacterFactory(); Factory.CreateEnemy(theNewEnemy.emEnemy, theNewEnemy.emWeapon, m_SpawnPosition, m_AttackPosition); }
public CommandInterpreter(ICharacterFactory characterFactory, IItemFactory itemFactory, IMainController controller) { this.characterFactory = characterFactory; this.itemFactory = itemFactory; this.controller = controller; this.commands = new TypeCollector().GetAllInheritingTypes <ICommand>(); }
public StageInitializeUseCase( IPhaseProvider phaseProvider, IPhaseRegister phaseRegister, IResidueCharacters residueCharacters, IResidueEnemies residueEnemies, ICharacterBufferInitializer bufferInitializer, ILoadCharacter loadCharacter, ILoadStage loadStage, IDiceFactory diceFactory, ICharacterFactory characterFactory, IStageInitializer stageInitializer, PanelView.Factory panelFactory) { _phaseProvider = phaseProvider; _phaseRegister = phaseRegister; _residueCharacters = residueCharacters; _residueEnemies = residueEnemies; _bufferInitializer = bufferInitializer; _loadCharacter = loadCharacter; _loadStage = loadStage; _diceFactory = diceFactory; _characterFactory = characterFactory; _stageInitializer = stageInitializer; _panelFactory = panelFactory; }
protected Command(IList <string> cmdArgs, IMainController controller, ICharacterFactory characterFactory, IItemFactory itemFactory) { this.CmdArgs = cmdArgs; this.controller = controller; this.characterFactory = characterFactory; this.itemFactory = itemFactory; }
// 遊戲角色工廠 public static ICharacterFactory GetCharacterFactory() { if (m_CharacterFactory == null) { m_CharacterFactory = new CharacterFactory(); } return(m_CharacterFactory); }
public void Awake() { charFactory = GetComponent <PlayableCharacterFactory>(); //Create the character. _myCharacter = charFactory.CreateCharacter(AvailableCharacters.Ruyo); //Assign freshly created character as child of this gameobject. _myCharacter.CharacterInstance.transform.parent = transform; //Make sure that the created character is positioned in the middle of the player gameobject. _myCharacter.CharacterInstance.transform.localPosition = Vector3.zero; //Get the launcher from the character and store its script ref... _launcher = _myCharacter.CharacterInstance.GetComponentInChildren <ILauncher>(); //...same with the crosshair + setup the camera script. _crosshair = _myCharacter.CharacterInstance.GetComponentInChildren <Crosshair>(); _crosshair.Begin(_cameraWorks); _controller2D = _myCharacter.CharacterInstance.GetComponentInChildren <IController2D>(); //Get the healthbar script for the character, if it has any healthbar. _myCharacter.AddHealthBarReference(GetComponentInChildren <RuyoHealthbar>()); _skillManager.AddObserver(_crosshair); //Create the skills factory. Then retrieve the factory script and proper skill factory. GameObject factorySelector = Instantiate(_factorySelectorPrefab); factorySelector.transform.parent = this.gameObject.transform; _skillFactorySelector = factorySelector.GetComponent <ISkillFactorySelector>(); ISkillFactory skillFactory = _skillFactorySelector.SelectFactory(AvailableCharacters.Ruyo); //Using the provided skill factory, generate the skills for the character. IGetTransform playerTransform = this; IGetTransform shotSpawnerTransform = _launcher; //Create and assign the skills to the skills manager and save them temporarily for the //skillBarManager. IDictionary <SkillType, Sprite> skillsIcons = new Dictionary <SkillType, Sprite>(); //Basic skill: ISkill newSkill = skillFactory.CreateSkill(SkillType.Basic, ref shotSpawnerTransform, ref playerTransform); newSkill.GameObject.transform.parent = this.gameObject.transform; _skillManager.AddSkill(SkillType.Basic, newSkill); //First active skill: newSkill = skillFactory.CreateSkill(SkillType.First, ref shotSpawnerTransform, ref playerTransform); newSkill.GameObject.transform.parent = this.gameObject.transform; _skillManager.AddSkill(SkillType.First, newSkill); skillsIcons.Add(SkillType.First, newSkill.icon); //Second active skill: newSkill = skillFactory.CreateSkill(SkillType.Second, ref shotSpawnerTransform, ref playerTransform); newSkill.GameObject.transform.parent = this.gameObject.transform; _skillManager.AddSkill(SkillType.Second, newSkill); skillsIcons.Add(SkillType.Second, newSkill.icon); //Third active skill: newSkill = skillFactory.CreateSkill(SkillType.Third, ref shotSpawnerTransform, ref playerTransform); newSkill.GameObject.transform.parent = this.gameObject.transform; _skillManager.AddSkill(SkillType.Third, newSkill); skillsIcons.Add(SkillType.Third, newSkill.icon); //Initialize the skillBarManager skill icons. SkillsBarManager skillBarManager = _myCharacter.CharacterInstance.GetComponentInChildren <SkillsBarManager>(); skillBarManager.InitializeSkillsIcons(skillsIcons); _skillManager.AddObserver(skillBarManager); }
public GameWorld(ILogger <GameWorld> logger, IMapsLoader mapsLoader, IMapFactory mapFactory, ICharacterFactory characterFactory) { _logger = logger; _mapsLoader = mapsLoader; _mapFactory = mapFactory; _characterFactory = characterFactory; InitMaps(); }
private void InitializeTeam(ICharacterFactory factory) { Character carry = factory.CreateCarry(); Character disabler = factory.createDisabler(); Console.WriteLine(carry.ToString()); Console.WriteLine(disabler.ToString()); Console.WriteLine(); }
public void CreateCharacter() { ICharacterFactory factory = Container.Resolve <ICharacterFactory>(); string name = "TestName"; Stats stats = Container.Resolve <Stats>(); ICharacter character = factory.Next(name, stats); Assert.That(character.Name.Equals(name)); Assert.That(character.Stats_Base.Strength == stats.Strength); }
public GameWorld(ILogger <GameWorld> logger, IMapsLoader mapsLoader, IMapFactory mapFactory, ICharacterFactory characterFactory, ITimeService timeService, IGuildRankingManager guildRankingManager) { _logger = logger; _mapsLoader = mapsLoader; _mapFactory = mapFactory; _characterFactory = characterFactory; _timeService = timeService; _guildRankingManager = guildRankingManager; InitMaps(); InitGRB(); }
/// <summary> /// 开始游戏,当前选了角色 /// </summary> public void GameStart(Player player) { ICharacterFactory characterFactory = GameFactory.GetCharacterFactory(); ///其实没必要用建造者模式造玩家的角色 ISoldier soldier = characterFactory.CreateSoldier(player, Vector3.zero); InputSystem.Instance.SetSoldier(CharacterSystem.Instance.GetSoldier()); CharacterSystem.Instance.HideSoldier(); isSelect = true; }
public void Initialize(ICharacterFactory characters, Board board, BoardTheme theme) { _characters = characters; _board = board; _theme = theme; _board.PawnAdded += OnPawnAdded; _board.PawnRemoved += OnPawnRemoved; IEnumerator<Pawn> pawnIter = _board.GetPawnIterator(); while (pawnIter.MoveNext()) { OnPawnAdded(pawnIter.Current); } }
public SelectCharacterHandler(IGamePacketFactory packetFactory, IGameSession gameSession, IGameWorld gameWorld, ICharacterFactory characterFactory, IStatsManager statsManager, IGuildManager guildManager, ICountryProvider countryProvider) : base(packetFactory, gameSession) { _gameWorld = gameWorld; _characterFactory = characterFactory; _statsManager = statsManager; _guildManager = guildManager; _countryProvider = countryProvider; }
public override void Execute() { // 先产生Enemy ICharacterFactory Factory = PBDFactory.GetCharacterFactory(); IEnemy theEnemy = Factory.CreateEnemy(m_emEnemy, ENUM_Weapon.Gun, m_Position, Vector3.zero); // 再建立俘兵(轉接器) SoldierCaptive NewSoldier = new SoldierCaptive(theEnemy); // 移除Enemy m_PBDGame.RemoveEnemy(theEnemy); // 加入Soldier m_PBDGame.AddSoldier(NewSoldier); }
public ServerManager(ILogService logService, IGameLoopSimulator gameLoopSimulator, IGameFactory gameFactory, IConfigurator configurator, IMonsterDataFactory monsterDataFactory, ISkillFactory skillFactory, IEquipmentFactory equipmentFactory, ITalentFactory talentFactory, IQuestFactory questFactory, ICharacterFactory characterFactory) { this.logService = logService; this.gameFactory = gameFactory; this.configurator = configurator; this.monsterDataFactory = monsterDataFactory; this.skillFactory = skillFactory; this.equipmentFactory = equipmentFactory; this.talentFactory = talentFactory; this.questFactory = questFactory; this.characterFactory = characterFactory; this.gameLoopSimulator = gameLoopSimulator; }
public CharacterDataService( ICharacterFactory characterFactory, IEpisodeFactory episodeFactory, IFriendshipFactory friendshipFactory, ICharacterRepository characterRepository, IEpisodeRepository episodeRepository, IFriendshipRepository friendshipRepository, AppDbContext dbContext) { _characterFactory = characterFactory; _episodeFactory = episodeFactory; _friendshipFactory = friendshipFactory; _characterRepository = characterRepository; _episodeRepository = episodeRepository; _friendshipRepository = friendshipRepository; _dbContext = dbContext; }
// Update is called once per frame void UnitTest_CharacterCreate() { ICharacterFactory Factory = PBDFactory.GetCharacterFactory(); // 建立Soldier ISoldier theSoldier = Factory.CreateSoldier(ENUM_Soldier.Rookie, ENUM_Weapon.Gun, 1, new Vector3(0, 0, 0)); // 建立Enemy IEnemy theEnemy = Factory.CreateEnemy(ENUM_Enemy.Elf, ENUM_Weapon.Rocket, new Vector3(0, 0, 0), new Vector3(100, 0, 0)); // 建立俘兵 ISoldier theCaptive = new SoldierCaptive(theEnemy); // Soldier打Enemy //theSoldier.Attack( theEnemy ); // Enemy打Soldier //theEnemy.Attack( theSoldier ); }
public CharacterFactory(Requirements requirements) { switch (requirements.alliance) { case Alliance.Hero: _factory = new HeroFactory(); break; case Alliance.Villain: _factory = new VillainFactory(); break; case Alliance.Neutral: _factory = new NeutralFactory(); break; } // _factory = requirements.isEvil ? (ICharacterFactory)new VillainFactory() : new HeroFactory(); _requirements = requirements; }
public MappingToJson(IMappingEngine mappingEngine, IAnimeFactory factory, ICharacterFactory characterFactory) { _mappingEngine = mappingEngine; _mappingEngine.ConfigurationProvider.CreateTypeMap(typeof (IAnime), typeof (IAnimeOriginalJson)); _mappingEngine.ConfigurationProvider.CreateTypeMap(typeof (IAnimeDetails), typeof (IAnimeDetailsJson)); _mappingEngine.ConfigurationProvider.CreateTypeMap(typeof (IAnimeDetailsJson), typeof (IAnimeDetails)); _mappingEngine.ConfigurationProvider.CreateTypeMap(typeof (IAnimeDetails), typeof (IAnimeDetailsXml)); _mappingEngine.ConfigurationProvider.CreateTypeMap(typeof (IListAnimeXml), typeof (IListAnime)); _mappingEngine.ConfigurationProvider.CreateTypeMap(typeof (IMyInfoXml), typeof (IMyInfo)); _mappingEngine.ConfigurationProvider.CreateTypeMap(typeof (IMyAnimeList), typeof (IMyAnimeListJson)); _mappingEngine.ConfigurationProvider.CreateTypeMap(typeof (IMyInfo), typeof (IMyInfoJson)); _mappingEngine.ConfigurationProvider.CreateTypeMap(typeof (IListAnime), typeof (IListAnimeJson)); _mappingEngine.ConfigurationProvider.CreateTypeMap(typeof (ICharacterInformation), typeof (ICharacterInformationJson)); _mappingEngine.ConfigurationProvider.CreateTypeMap(typeof (ISeiyuuInformation), typeof (ISeiyuuInformationJson)); _mappingEngine.ConfigurationProvider.CreateTypeMap(typeof (IAnimeography), typeof (IAnimeographyJson)); _mappingEngine.ConfigurationProvider.CreateTypeMap(typeof (IMangaography), typeof (IMangaographyJson)); _mappingEngine.ConfigurationProvider.CreateTypeMap(typeof (ICharacterInformation), typeof (ICharacterInformationJson)); _factory = factory; _characterFactory = characterFactory; }
public MappingToJson(IMappingEngine mappingEngine, IAnimeFactory factory, ICharacterFactory characterFactory) { _mappingEngine = mappingEngine; _mappingEngine.ConfigurationProvider.CreateTypeMap(typeof(IAnime), typeof(IAnimeOriginalJson)); _mappingEngine.ConfigurationProvider.CreateTypeMap(typeof(IAnimeDetails), typeof(IAnimeDetailsJson)); _mappingEngine.ConfigurationProvider.CreateTypeMap(typeof(IAnimeDetailsJson), typeof(IAnimeDetails)); _mappingEngine.ConfigurationProvider.CreateTypeMap(typeof(IAnimeDetails), typeof(IAnimeDetailsXml)); _mappingEngine.ConfigurationProvider.CreateTypeMap(typeof(IListAnimeXml), typeof(IListAnime)); _mappingEngine.ConfigurationProvider.CreateTypeMap(typeof(IMyInfoXml), typeof(IMyInfo)); _mappingEngine.ConfigurationProvider.CreateTypeMap(typeof(IMyAnimeList), typeof(IMyAnimeListJson)); _mappingEngine.ConfigurationProvider.CreateTypeMap(typeof(IMyInfo), typeof(IMyInfoJson)); _mappingEngine.ConfigurationProvider.CreateTypeMap(typeof(IListAnime), typeof(IListAnimeJson)); _mappingEngine.ConfigurationProvider.CreateTypeMap(typeof(ICharacterInformation), typeof(ICharacterInformationJson)); _mappingEngine.ConfigurationProvider.CreateTypeMap(typeof(ISeiyuuInformation), typeof(ISeiyuuInformationJson)); _mappingEngine.ConfigurationProvider.CreateTypeMap(typeof(IAnimeography), typeof(IAnimeographyJson)); _mappingEngine.ConfigurationProvider.CreateTypeMap(typeof(IMangaography), typeof(IMangaographyJson)); _mappingEngine.ConfigurationProvider.CreateTypeMap(typeof(ICharacterInformation), typeof(ICharacterInformationJson)); _factory = factory; _characterFactory = characterFactory; }
/// <summary> /// 更新 /// </summary> public override void Update() { if (m_StageData.Count == 0) { return; } // 取得上場的角色 StageData theNewEnemy = GetEnemy(); if (theNewEnemy == null) { return; } // 工厂创建并组装好怪物 ICharacterFactory Factory = GameFactory.GetCharacterFactory(); Factory.CreateEnemy(theNewEnemy.emEnemy, m_SpawnPosition); }
private async Task EarlyInitializationProcess() { await Task.Yield(); //initialice injector var currentGameInjector = new CoronavirusInjector(); var linker = currentGameInjector.GetLinker(); _factory = new CharacterFactory(currentGameInjector, linker); LoadDependencies(linker); _injector = currentGameInjector; _injector.Init(); //write dependencies from decoupled registers foreach (var register in gameNodeParent.GetComponentsInChildren <IComponentRegister>()) { register.AddLinks(linker); } //retrieve children foreach (var component in gameNodeParent.GetComponentsInChildren <GameComponent>()) { gameComponents.Add(component); } //await game components initialization foreach (var gameComponent in gameComponents) { gameComponent.WriteDependencies(linker, _injector); } foreach (var gameComponent in gameComponents) { gameComponent.EarlyInitialization(_injector); } var initTasks = gameComponents.Select(g => g.StartGame(_injector)).ToArray(); await Task.WhenAll(initTasks); }
// Soldier能力 void UnitTest_SoldierValue() { ICharacterFactory Factory = PBDFactory.GetCharacterFactory(); // 建立Soldier ISoldier theSoldier = Factory.CreateSoldier(ENUM_Soldier.Rookie, ENUM_Weapon.Gun, 1, new Vector3(0, 0, 0)); // 加上前輟能力 IAttrFactory ValueFactory = PBDFactory.GetAttrFactory(); SoldierAttr PreAttr = ValueFactory.GetEliteSoldierAttr(ENUM_AttrDecorator.Prefix, 11, theSoldier.GetSoldierValue()); theSoldier.SetCharacterAttr(PreAttr); // 加上後輟能力 SoldierAttr SufValue = ValueFactory.GetEliteSoldierAttr(ENUM_AttrDecorator.Suffix, 21, theSoldier.GetSoldierValue()); theSoldier.SetCharacterAttr(SufValue); // 建立Enemy IEnemy theEnemy = Factory.CreateEnemy(ENUM_Enemy.Elf, ENUM_Weapon.Rocket, new Vector3(0, 0, 0), new Vector3(100, 0, 0)); // 建立俘兵 ISoldier theCaptive = new SoldierCaptive(theEnemy); // 加上前輟能力 PreAttr = ValueFactory.GetEliteSoldierAttr(ENUM_AttrDecorator.Prefix, 11, theCaptive.GetSoldierValue()); theCaptive.SetCharacterAttr(PreAttr); // 加上後輟能力 SufValue = ValueFactory.GetEliteSoldierAttr(ENUM_AttrDecorator.Suffix, 21, theCaptive.GetSoldierValue()); theCaptive.SetCharacterAttr(SufValue); // Soldier打Enemy //theSoldier.Attack( theEnemy ); // Enemy打Soldier //theEnemy.Attack( theSoldier ); }
public MainHub( ILogService logService, IGameStateService gameStateService, IPlayerActionCollection playerActionQueue, IServerManager serverManager, ILoginService loginService, IAccountService accountService, ICharacterFactory characterFactory, IQuestGiver questGiver, IDisconnectService disconnectService, IHubService hubService) { this.logService = logService; this.gameStateService = gameStateService; this.playerActionQueue = playerActionQueue; this.serverManager = serverManager; this.loginService = loginService; this.accountService = accountService; this.characterFactory = characterFactory; this.questGiver = questGiver; this.disconnectService = disconnectService; this.hubService = hubService; }
public CharacterService( IUnitOfWorkFactory unitOfWorkFactory, ICharacterFactory characterFactory, IItemService itemService, IAuthorizationUtil authorizationUtil, ICharacterHistoryUtil characterHistoryUtil, IMapper mapper, ICharacterModifierUtil characterModifierUtil, INotificationSessionFactory notificationSessionFactory, ICharacterUtil characterUtil, IItemUtil itemUtil ) { _unitOfWorkFactory = unitOfWorkFactory; _characterFactory = characterFactory; _itemService = itemService; _authorizationUtil = authorizationUtil; _characterHistoryUtil = characterHistoryUtil; _mapper = mapper; _characterModifierUtil = characterModifierUtil; _notificationSessionFactory = notificationSessionFactory; _characterUtil = characterUtil; _itemUtil = itemUtil; }
// 遊戲角色工廠 public static ICharacterFactory GetCharacterFactory() { if( m_CharacterFactory == null) m_CharacterFactory = new CharacterFactory(); return m_CharacterFactory; }
public AnimeRetriever(IAnimeFactory animeFactory, ICharacterFactory characterFactory, IUrlHelper urlHelper) { _animeFactory = animeFactory; _characterFactory = characterFactory; _urlHelper = urlHelper; }
public CharacterRetriever(ICharacterFactory characterFactory, IUrlHelper urlHelper) { _characterFactory = characterFactory; _urlHelper = urlHelper; }
public AddItemToPoolCommand(IList <string> cmdArgs, IMainController controller, ICharacterFactory characterFactory, IItemFactory itemFactory) : base(cmdArgs, controller, characterFactory, itemFactory) { }
void GetInjected(ICharacterFactory characterFactory) { this.characterFactory = characterFactory; }
public AbstractFactory(INpcFactory npcFactory, ICritterFactory critterFactory, ICharacterFactory characterFactory) { this.npcs = npcFactory; this.critters = critterFactory; this.characters = characterFactory; }
public CharacterRetriever(ICharacterFactory characterFactory, IUrlHelper urlHelper) { _characterFactory = characterFactory; _urlHelper = urlHelper; }
// default dependancies public AbstractFactory() { this.npcs = new NpcFactory(); this.critters = new CritterFactory(); this.characters = new AdventurerFactory(); }