コード例 #1
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 public PickUpAction(GameEntity entity, float energyCost, GameEntity itemToPickUp, IActionEffectFactory actionEffectFactory, IEntityDetector entityDetector, IUiFacade uiFacade)
     : base(entity, energyCost, actionEffectFactory)
 {
     _entityDetector = entityDetector;
     ItemToPickUp    = itemToPickUp;
     _uiFacade       = uiFacade;
 }
コード例 #2
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ファイル: ReceiveDamageSystem.cs プロジェクト: bmjoy/Osnowa
 public ReceiveDamageSystem(IContext <GameEntity> context, IDeathHandler deathHandler, IUiFacade uiFacade,
                            IAggressionTriggerer aggressionTriggerer, IPositionEffectPresenter positionEffectPresenter) : base(context)
 {
     _deathHandler            = deathHandler;
     _uiFacade                = uiFacade;
     _aggressionTriggerer     = aggressionTriggerer;
     _positionEffectPresenter = positionEffectPresenter;
 }
コード例 #3
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 public ResolveAbilitiesPerTurnSystem(GameContext context, IEntityDetector entityDetector, IUiFacade uiFacade, IGameConfig gameConfig)
     : base(context)
 {
     _context        = context;
     _entityDetector = entityDetector;
     _uiFacade       = uiFacade;
     _gameConfig     = gameConfig;
 }
コード例 #4
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ファイル: DeathHandler.cs プロジェクト: Avatarchik/Osnowa
        public DeathHandler(IUiFacade uiFacade, IViewCreator viewCreator, IGameConfig gameConfig, IPositionEffectPresenter positionEffectPresenter, IOsnowaContextManager contextManager)
        {
            _uiFacade    = uiFacade;
            _viewCreator = viewCreator;
            _gameConfig  = gameConfig;

            _positionEffectPresenter = positionEffectPresenter;
            _contextManager          = contextManager;
        }
コード例 #5
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 public DropAction(GameEntity entity, float energyCost, GameEntity itemToDrop, IActionEffectFactory actionEffectFactory, IFirstPlaceInAreaFinder firstPlaceInAreaFinder, IEntityDetector entityDetector, IGameConfig gameConfig, IUiFacade uiFacade, IPositionEffectPresenter positionEffectPresenter)
     : base(entity, energyCost, actionEffectFactory)
 {
     _itemToDrop             = itemToDrop;
     _firstPlaceInAreaFinder = firstPlaceInAreaFinder;
     _entityDetector         = entityDetector;
     _gameConfig             = gameConfig;
     _uiFacade = uiFacade;
     _positionEffectPresenter = positionEffectPresenter;
 }
コード例 #6
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ファイル: MenuMapGenerator.cs プロジェクト: bmjoy/Osnowa
 public void Init(IRandomNumberGenerator rng, TilemapGenerator tilemapGenerator, IWorldActorFiller worldActorFiller,
                  IPositionFlagsResolver positionFlagsResolver, IExampleContextManager contextManager, IUiFacade uiFacade)
 {
     _rng = rng;
     _tilemapGenerator      = tilemapGenerator;
     _worldActorFiller      = worldActorFiller;
     _positionFlagsResolver = positionFlagsResolver;
     _contextManager        = contextManager;
     _uiFacade = uiFacade;
 }
コード例 #7
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ファイル: Navigator.cs プロジェクト: bmjoy/Osnowa
 public Navigator(IPathfinder pathfinder, IGrid grid, INaturalLineCalculator naturalLineCreator,
                  IRasterLineCreator rasterLineCreator, IUiFacade uiFacade)
 {
     _pathfinder         = pathfinder;
     _grid               = grid;
     _naturalLineCreator = naturalLineCreator;
     _rasterLineCreator  = rasterLineCreator;
     _uiFacade           = uiFacade;
     _debugPathPresenter = new DebugPathPresenter();
 }
コード例 #8
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 public void Init(GameContext context, IUiFacade uiFacade, IUnityGridInfoProvider unityGridInfoProvider, ITileMatrixUpdater tileMatrixUpdater,
                  IRasterLineCreator rasterLineCreator, IGameConfig gameConfig, IInputWithRepeating inputWithRepeating)
 {
     _context  = context;
     _uiFacade = uiFacade;
     _unityGridInfoProvider = unityGridInfoProvider;
     _tileMatrixUpdater     = tileMatrixUpdater;
     _rasterLineCreator     = rasterLineCreator;
     _gameConfig            = gameConfig;
     _inputWithRepeating    = inputWithRepeating;
 }
コード例 #9
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ファイル: MouseCellSelector.cs プロジェクト: bmjoy/Osnowa
 public void Init(IUnityGridInfoProvider unityGridInfoProvider, IUiFacade uiFacade, IOsnowaContextManager contextManager,
                  ITileByIdProvider tileByIdProvider, IGameConfig gameConfig, IEntityDetector entityDetector, GameContext context)
 {
     _tileByIdProvider      = tileByIdProvider;
     _contextManager        = contextManager;
     _uiFacade              = uiFacade;
     _unityGridInfoProvider = unityGridInfoProvider;
     _gameConfig            = gameConfig;
     _entityDetector        = entityDetector;
     _context = context;
 }
コード例 #10
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ファイル: DecisionInputReader.cs プロジェクト: bmjoy/Osnowa
 public void Init(IInputWithRepeating inputWithRepeating, IEnvironmentPresenter environmentPresenter,
                  GameContext context, IGameConfig gameConfig, IUiFacade uiFacade, ISceneContext sceneContext,
                  [Inject(Id = "_playerActionResolver")] IActionResolver playerActionResolver,
                  ResolveAbilitiesPerTurnSystem resolveAbilitiesPerTurnSystem,
                  PlayerInventoryChangedSystem playerInventoryChangedSystem, IOsnowaContextManager contextManager)
 {
     _keysToAbilities      = InitializeKeysToAbilities(gameConfig.Abilities.AllAbilities);
     _inputWithRepeating   = inputWithRepeating;
     _environmentPresenter = environmentPresenter;
     _context                       = context;
     _uiFacade                      = uiFacade;
     _sceneContext                  = sceneContext;
     _gameConfig                    = gameConfig;
     _playerActionResolver          = playerActionResolver;
     _resolveAbilitiesPerTurnSystem = resolveAbilitiesPerTurnSystem;
     _playerInventoryChangedSystem  = playerInventoryChangedSystem;
     _contextManager                = contextManager;
 }
コード例 #11
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ファイル: PostHeartbeatSystem.cs プロジェクト: bmjoy/Osnowa
 public PostHeartbeatSystem(IEntityDetector entityDetector, IGameConfig gameConfig,
                            ICalculatedAreaAccessor calculatedAreaAccessor, IStimulusReceiver stimulusReceiver, IPathfinder pathfinder,
                            IBroadcastStimulusSender broadcastStimulusSender, IPositionEffectPresenter positionEffectPresenter,
                            GameContext context, IFriendshipResolver friendshipResolver,
                            IUiFacade uiFacade, IOsnowaContextManager contextManager)
     : base(context)
 {
     _entityDetector          = entityDetector;
     _gameConfig              = gameConfig;
     _calculatedAreaAccessor  = calculatedAreaAccessor;
     _stimulusReceiver        = stimulusReceiver;
     _pathfinder              = pathfinder;
     _broadcastStimulusSender = broadcastStimulusSender;
     _positionEffectPresenter = positionEffectPresenter;
     _friendshipResolver      = friendshipResolver;
     _uiFacade       = uiFacade;
     _contextManager = contextManager;
     _context        = context;
 }
コード例 #12
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 public ActivityCreationContext(INavigator navigator, IRandomNumberGenerator rng, IActionFactory actionFactory, ISceneContext sceneContext,
                                IExampleContextManager contextManager, IGameConfig gameConfig, IEntityDetector entityDetector, ICalculatedAreaAccessor calculatedAreaAccessor,
                                IUiFacade uiFacade, IRasterLineCreator rasterLineCreator, IPositionEffectPresenter positionEffectPresenter,
                                IFriendshipResolver friendshipResolver, GameContext context)
 {
     Navigator               = navigator;
     Rng                     = rng;
     ActionFactory           = actionFactory;
     SceneContext            = sceneContext;
     ContextManager          = contextManager;
     GameConfig              = gameConfig;
     EntityDetector          = entityDetector;
     CalculatedAreaAccessor  = calculatedAreaAccessor;
     UiFacade                = uiFacade;
     RasterLineCreator       = rasterLineCreator;
     PositionEffectPresenter = positionEffectPresenter;
     FriendshipResolver      = friendshipResolver;
     Context                 = context;
 }
コード例 #13
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        public WorldClock(ISceneContext sceneContext, IGameConfig gameConfig,
                          IUiFacade uiFacadeUiFacade, IEntityDetector entityDetector, ITileMatrixUpdater tileMatrixUpdater,
                          IRandomNumberGenerator rng, IViewCreator viewCreator,
                          IOsnowaContextManager contextManager)
        {
            _sceneContext = sceneContext;

            _gameConfig        = gameConfig;
            _uiFacade          = uiFacadeUiFacade;
            _entityDetector    = entityDetector;
            _tileMatrixUpdater = tileMatrixUpdater;
            _rng            = rng;
            _viewCreator    = viewCreator;
            _contextManager = contextManager;
            _gameContext    = Contexts.sharedInstance.game;

            double minutesInDay = new TimeSpan(1, 0, 0, 0).TotalMinutes;

            _minutesInTurn = minutesInDay / _gameConfig.TurnsInDay;
        }
コード例 #14
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ファイル: ActionFactory.cs プロジェクト: bmjoy/Osnowa
 public ActionFactory(IGrid grid, IActionEffectFactory actionEffectFactory, IUnityGridInfoProvider unityGridInfoProvider, IPositionEffectPresenter positionEffectPresenter, IRandomNumberGenerator randomNumberGenerator, IDeathHandler deathHandler, ISceneContext sceneContext, IGameConfig gameConfig, IViewCreator viewCreator, ITileMatrixUpdater tileMatrixUpdater, IFirstPlaceInAreaFinder firstPlaceInAreaFinder, IBroadcastStimulusSender stimulusBroadcaster, IEntityDetector entityDetector, LoadViewSystem loadViewSystem, IUiFacade uiFacade, IOsnowaContextManager contextManager, IEntityViewBehaviourInitializer entityViewBehaviourInitializer, IAggressionTriggerer aggressionTriggerer, IEntityGenerator entityGenerator, ReactiveFeature reactiveFeature)
 {
     _grid = grid;
     _unityGridInfoProvider   = unityGridInfoProvider;
     _positionEffectPresenter = positionEffectPresenter;
     _randomNumberGenerator   = randomNumberGenerator;
     _deathHandler            = deathHandler;
     _actionEffectFactory     = actionEffectFactory;
     _sceneContext            = sceneContext;
     _gameConfig             = gameConfig;
     _viewCreator            = viewCreator;
     _tileMatrixUpdater      = tileMatrixUpdater;
     _firstPlaceInAreaFinder = firstPlaceInAreaFinder;
     _stimulusBroadcaster    = stimulusBroadcaster;
     _entityDetector         = entityDetector;
     _loadViewSystem         = loadViewSystem;
     _uiFacade       = uiFacade;
     _contextManager = contextManager;
     _entityViewBehaviourInitializer = entityViewBehaviourInitializer;
     _aggressionTriggerer            = aggressionTriggerer;
     _entityGenerator = entityGenerator;
     _reactiveFeature = reactiveFeature;
 }
コード例 #15
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 public PresentPlayerSatiationSystem(GameContext context, IUiFacade uiFacade) : base(context)
 {
     _context  = context;
     _uiFacade = uiFacade;
 }
コード例 #16
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 public AggressionTriggerer(IUiFacade uiFacade, IPositionEffectPresenter positionEffectPresenter)
 {
     _uiFacade = uiFacade;
     _positionEffectPresenter = positionEffectPresenter;
 }
コード例 #17
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ファイル: EntityPresenter.cs プロジェクト: JohnStaikos/Osnowa
 public EntityPresenter(IOsnowaContextManager contextManager, IUiFacade uiFacade, IPositionedEntityDetector entityDetector)
 {
     _contextManager = contextManager;
     _uiFacade       = uiFacade;
     _entityDetector = entityDetector;
 }
コード例 #18
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 public IntegrityChangedSystem(IContext <GameEntity> context, IDeathHandler deathHandler, IUiFacade uiFacade) : base(context)
 {
     _deathHandler = deathHandler;
     _uiFacade     = uiFacade;
 }
コード例 #19
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 public void Init(IUiFacade uiFacade, IOsnowaContextManager contextManager)
 {
     _uiFacade       = uiFacade;
     _contextManager = contextManager;
 }
コード例 #20
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 public void Init(IUiFacade uiFacade)
 {
     _uiFacade = uiFacade;
 }
コード例 #21
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 public PlayerInventoryChangedSystem(IContext <GameEntity> context, IUiFacade uiFacade) : base(context)
 {
     _uiFacade = uiFacade;
 }
コード例 #22
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 public void Init(GameContext context, IUiFacade uiFacade, IUnityGridInfoProvider unityGridInfoProvider)
 {
     _context  = context;
     _uiFacade = uiFacade;
     _unityGridInfoProvider = unityGridInfoProvider;
 }