public CombatUI(ICombatController combatController, IUICharacterManager uiCharacterManager, GameUIConstants gameUIConstants, IUIContainer uiContainer, UserInput userInput, IUIStateTracker defaultsHandler, IDisplayManager displayManager, IDisplayCombatState combatStateHandler) { _combatController = combatController; _displayManager = displayManager; _combatStateHandler = combatStateHandler; _defaultsHandler = defaultsHandler; _uiCharacterManager = uiCharacterManager; _uiCharacterManager.Characters = _displayManager.GetDisplayCharacters(); _uiCharacterManager.CurrentRoundOrderIds = _combatStateHandler.GetRoundOrderIds()[0]; _uiCharacterManager.NextRoundOrderIds = _combatStateHandler.GetRoundOrderIds()[1]; _uiContainer = uiContainer; _userInput = userInput; BindEvents(); RefreshActionPanelList(); }
public TurnOrderPanel(IUIStateTracker defaultsHandler, IDisplayCombatState combatStateHandler, IUICharacterManager uiCharacterManager) { MaxWidth = 51; _defaultsHandler = defaultsHandler; _combatStateHandler = combatStateHandler; _uiCharacterManager = uiCharacterManager; }
public TargetPanel(IUIStateTracker defaultsHandler, IUICharacterManager uiCharacterManager, IDisplayCombatState combatStateHandler) { _widthOfHealthBar = _maxWidth - 2; _defaultsHandler = defaultsHandler; _uiCharacterManager = uiCharacterManager; _combatStateHandler = combatStateHandler; }
public UIStateTracker(IDisplayCombatState combatStateHandler) { _combatStateHandler = combatStateHandler; var playerCharacterIds = _combatStateHandler.GetPlayerCharacterIds(); ActiveCharacterId = _combatStateHandler.GetNextActivePlayerId(); _characterDefaults = new Dictionary <int, PlayerCharacterDefaults>(); foreach (var characterId in playerCharacterIds) { _characterDefaults.Add(characterId, new PlayerCharacterDefaults()); } ActiveAction = new ActionStore { TargetPositions = new List <int>() }; ActionPanelList = new List <IDisplayAction>(); }