public void CommonInstall() { PlayerSignals = new PlayerSignals(); Container.Bind <PlayerSignals>().FromInstance(PlayerSignals); Container.Bind <IPlayerBrain>().WithId("Human Brain").FromInstance(new Mock <IPlayerBrain>().Object); Container.Bind <IPlayerBrain>().WithId("Barbarian Brain").FromInstance(new Mock <IPlayerBrain>().Object); Container.Bind <PlayerFactory>().AsSingle(); }
public PlayerBulletHitHandler( PlayerModel model, Settings settings, AudioPlayer audioPlayer, PlayerSignals.Hit hitSignal) { _hitSignal = hitSignal; _audioPlayer = audioPlayer; _settings = settings; _model = model; }
public void CommonInstall() { AllResourceNodes.Clear(); AllPlayers.Clear(); MockPlayerFactory = new Mock <IPlayerFactory>(); CoreSignals = new CoreSignals(); PlayerSignals = new PlayerSignals(); MockPlayerFactory.Setup(factory => factory.AllPlayers).Returns(AllPlayers.AsReadOnly()); Container.Bind <IPlayerFactory>().FromInstance(MockPlayerFactory.Object); Container.Bind <CoreSignals> ().FromInstance(CoreSignals); Container.Bind <PlayerSignals> ().FromInstance(PlayerSignals); Container.Bind <GameCore>().AsSingle(); }
public UIStateMachineBrain( [Inject(Id = "UI Animator")] Animator animator, CompositeCitySignals compositeCitySignals, CompositeUnitSignals compositeUnitSignals, PlayerSignals playerSignals, IGameCamera gameCamera, DescriptionTooltip descriptionTooltip, CellHoverDisplay cellHoverDisplay, CivilizationSignals civSignals, CoreSignals coreSignals, UnitSignals unitSignals ) { Animator = animator; CompositeCitySignals = compositeCitySignals; CompositeUnitSignals = compositeUnitSignals; PlayerSignals = playerSignals; GameCamera = gameCamera; DescriptionTooltip = descriptionTooltip; CellHoverDisplay = cellHoverDisplay; CivSignals = civSignals; UnitSignals = unitSignals; coreSignals.TurnBegan.Subscribe(OnTurnBegan); }
public void InjectDependencies(IGameCore gameCore, PlayerSignals playerSignals) { GameCore = gameCore; PlayerSignals = playerSignals; }
public void Construct(PlayerSignals.Hit.Trigger hitTrigger) { _hitTrigger = hitTrigger; }