private void Construct(IGameStateUseCase gameStateUseCase, IEnclosureFactoryUseCase enclosureFactoryUseCase) { _interval = FieldParameter.INTERVAL * 4.0f; _gameStateUseCase = gameStateUseCase; _enclosureFactoryUseCase = enclosureFactoryUseCase; }
public StateSequencer(IGameStateUseCase gameStateUseCase, ReadyView readyView, DrawView drawView, AttackView attackView, DamageView damageView, ClearView clearView, FailView failView) { _states = new List <BaseState> { readyView, drawView, attackView, damageView, clearView, failView, }; _disposable = new CompositeDisposable(); _tokenSource = new CancellationTokenSource(); foreach (var state in _states) { state.InitAsync(_tokenSource.Token).Forget(); } _gameStateUseCase = gameStateUseCase; _gameStateUseCase.GameState() .Subscribe(gameState => { Reset(gameState); TickAsync(gameState, _tokenSource.Token).Forget(); }) .AddTo(_disposable); }
private void Construct(IGameStateUseCase gameStateUseCase) { _token = this.GetCancellationTokenOnDestroy(); _gameStateUseCase = gameStateUseCase; enclosureObjectView.Initialize(coreColor); }
public StatePresenter(IGameStateUseCase gameStateUseCase, InputState inputState, JudgeState judgeState, ClearState clearState) { _disposable = new CompositeDisposable(); _tokenSource = new CancellationTokenSource(); _states = new List <BaseState> { inputState, judgeState, clearState, }; _gameStateUseCase = gameStateUseCase; Init(); _gameStateUseCase.gameState .Where(x => x != GameState.None) .Subscribe(state => { // TickAsync(state, _tokenSource.Token).Forget(); }) .AddTo(_disposable); }
public PlayerController(IInputUseCase inputUseCase, IGameStateUseCase gameStateUseCase, CursorView cursorView) { _inputUseCase = inputUseCase; _gameStateUseCase = gameStateUseCase; _cursorView = cursorView; }