public NoWayHostileControllerTests() { _freePossitionsMap = Mock.Create <IFreePossitionsMap>(); _unitInfoExternal = Mock.Create <IUnitInfoExternal>(); _baseActionController = new BaseActionControlleMock(); _grid = Mock.Create <IGrid>(); }
public NoWayHostileController( IFreePossitionsMap freePossitionsMap, IUnitInfoExternal unitInfo, IAdjacentPointsResolver adjacentPointsResolver, IBaseActionController baseActionController) { _freePossitionsMap = freePossitionsMap; _unitInfo = unitInfo; _baseActionController = baseActionController; _adjacentPointsResolver = adjacentPointsResolver; }
public EnemyController( IPeacefulBehaviour peacefulBehaviour, IAgressiveBehaviour agressiveBehaviour, IOccupatedPossitionsMap occupatedPossitionsMap, IStateControllerExternal stateController, ILifeController lifeController, IUnitEvents unitEvents, IUnitInfoExternal unitInfoExternal ) : base(occupatedPossitionsMap, unitEvents, stateController, lifeController, unitInfoExternal) { _peacefulBehaviour = peacefulBehaviour; _agressiveBehaviour = agressiveBehaviour; _occupatedPossitionsMap = occupatedPossitionsMap; Initialize(); }
public PlayerController( IGameEvents gameEvents, IEventDispatcher eventDispatcher, IUnitSettings unitSettings, IOccupatedPossitionsMap occupatedPossitionsMap, IStateControllerExternal stateController, ILifeController lifeController, IUnitEvents unitEvents, IUnitInfoExternal unitInfo ) : base(occupatedPossitionsMap, unitEvents, stateController, lifeController, unitInfo) { _gameEvents = gameEvents; _eventDispatcher = eventDispatcher; _unitSettings = unitSettings; Initialize(); }
public OneUnitController( IOccupatedPossitionsMap occupatedPossitionsMap, IUnitEvents unitEvents, IStateControllerExternal stateController, ILifeController lifeController, IUnitInfoExternal unitInfoExternal) { _occupatedPossitionsMap = occupatedPossitionsMap; _unitEvents = unitEvents; _unitInfoExternal = unitInfoExternal; _stateController = stateController; _lifeController = lifeController; _occupatedPossitionsMap.AddUnit(this); _unitEvents.HealthEnded += HealthEndedHandler; _unitEvents.DieComplete += DieCompleteHandler; _lifeController.HealthEnded += HealthEndedHandler; }