コード例 #1
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 public ConditionUnitHaveChecker(BattleAccessor battle, ContextLogic context, IFormulaLogic formula, UnitsAccessor units)
 {
     _battle  = battle;
     _context = context;
     _formula = formula;
     _units   = units;
 }
コード例 #2
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 public UnitImpactAbilityExecutor(ImpactController impact, ApplyChangeLogic apply, ContextLogic context, UnitsAccessor units)
 {
     _apply   = apply;
     _context = context;
     _impact  = impact;
     _units   = units;
 }
コード例 #3
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 public UnitImpactHpExecutor(ContextLogic context, FormulaController logic, BattleAccessor battle, UnitsAccessor units)
 {
     _context = context;
     _logic   = logic;
     _battle  = battle;
     _units   = units;
 }
コード例 #4
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 public ConditionUnitChecker(ConditionController logic, ContextLogic contextLogic, BattleAccessor battle, UnitsAccessor units)
 {
     _contextLogic = contextLogic;
     _units        = units;
     _battle       = battle;
     _logic        = logic;
 }
コード例 #5
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 public ConditionUnitMostHpChecker(ContextLogic logic, FormulaController formula, BattleAccessor battle, UnitsAccessor units)
 {
     _battle  = battle;
     _units   = units;
     _formula = formula;
     _logic   = logic;
 }
コード例 #6
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 public UnitImpactUnsummonExecutor(ContextLogic context, BattleAccessor battle, UnitsAccessor units, ExplorerAccessor explorer)
 {
     _context  = context;
     _units    = units;
     _explorer = explorer;
     _battle   = battle;
 }
コード例 #7
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 public UnitImpactExecutor(ContextLogic contextLogic, ImpactController logic, ConditionController condition, UnitsAccessor units)
 {
     _condition    = condition;
     _contextLogic = contextLogic;
     _units        = units;
     _logic        = logic;
 }
コード例 #8
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 public FormulaUnitParamCalculator(FormulaController formula, ContextLogic context, BattleAccessor battle, UnitsAccessor units, PlayerAccessor player)
 {
     _formula = formula;
     _player  = player;
     _context = context;
     _units   = units;
     _battle  = battle;
 }
コード例 #9
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 public UnitImpactExpExecutor(ImpactController logic, FormulaController formula, ContextLogic context, UnitsAccessor units, PlayerAccessor player, BattleAccessor battle)
 {
     _formula = formula;
     _logic   = logic;
     _units   = units;
     _context = context;
     _battle  = battle;
     _player  = player;
 }
コード例 #10
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 public static ContextLogic CreateClient(BattleAccessor _battleAccessor, UnitsAccessor _unitAccessor)
 {
     return(new ContextLogic
     {
         _battleAccessor = _battleAccessor,
         _unitAccessor = _unitAccessor,
     }
            );
 }
コード例 #11
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 public void InitData(string root, ChangeStorage storage, UnitsAccessor accessor)
 {
     _accessor = accessor;
     _storage  = storage;
     DataId    = root;
     LL_Units?.Init($"{DataId}.units", storage, _Units);
     _Assist?.InitData(DataId, storage);
     Interface_Assist = new ReactiveProperty <IUnitDataClient>(_Assist);
     LD_LastTeam?.Init($"{DataId}.last_team", storage, _LastTeam);
 }
コード例 #12
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 public ImpactUnitAddExecutor(ImpactController impact, ContextLogic context, BattleLogic logic, FormulaController formula, UnitsAccessor units, ExplorerAccessor explorer, SettingsAccessor settings, BattleAccessor battle)
 {
     _impact   = impact;
     _context  = context;
     _formula  = formula;
     _settings = settings;
     _explorer = explorer;
     _units    = units;
     _battle   = battle;
     _logic    = logic;
 }
コード例 #13
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 public static UnitProgressModule CreateClient(UnitsAccessor _units, ScorersAccessor _scorers, BattleAccessor _battle, FormulaLogic _formuls, PlayerAccessor _player, ImpactController _impact)
 {
     return(new UnitProgressModule
     {
         _units = _units,
         _scorers = _scorers,
         _battle = _battle,
         _formuls = _formuls,
         _player = _player,
         _impact = _impact,
     }
            );
 }
コード例 #14
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 public void InitData(IUnitsStateClient client, UnitsAccessor accessor, ChangeStorage storage)
 {
     _storage  = storage;
     _accessor = accessor;
     LL_Units.Init(client.Units, storage);
     client.Assist.Subscribe(x =>
     {
         _Assist = new Emulate_IUnitData();
         if (x != null)
         {
             _Assist.InitData(x, storage);
         }
     }
                             ).AddTo(_disposables);
     LD_LastTeam.Init(client.LastTeam, storage);
 }
コード例 #15
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 public InternalAccessors(LogicData LogicData, IStateFactory factory)
 {
     Factory             = factory;
     ConditionController = new ConditionController();
     FormulaController   = new FormulaController();
     AchievementAccessor = new AchievementAccessor();
     BattleAccessor      = new BattleAccessor();
     CutSceneAccessor    = new CutSceneAccessor();
     ExplorerAccessor    = new ExplorerAccessor();
     InventoryAccessor   = new InventoryAccessor();
     LogAccessor         = new LogAccessor();
     LogAccessor.Data    = LogicData;
     PlayerAccessor      = new PlayerAccessor();
     ScorersAccessor     = new ScorersAccessor();
     SettingsAccessor    = new SettingsAccessor();
     ShopAccessor        = new ShopAccessor();
     UnitsAccessor       = new UnitsAccessor();
 }
コード例 #16
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 public static ExplorerProgressModule CreateClient(ExplorerAccessor _explorer, InventoryAccessor _inventory, UnitsAccessor _units, SettingsAccessor _settings, ScorersAccessor _scorers, BattleAccessor _battle, ExplorerLogic _explorerLogic, FormulaLogic _formula, ImpactController _impactLogic)
 {
     return(new ExplorerProgressModule
     {
         _explorer = _explorer,
         _inventory = _inventory,
         _units = _units,
         _settings = _settings,
         _scorers = _scorers,
         _battle = _battle,
         _explorerLogic = _explorerLogic,
         _formula = _formula,
         _impactLogic = _impactLogic,
     }
            );
 }
コード例 #17
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 public static GachaModule CreateClient(ImpactController _impactLogic, ScorersAccessor _scorers, InventoryAccessor _resources, UnitsAccessor _units, ExplorerAccessor _explorer, DropLogic _dropLogic, ConditionController _condition, FormulaLogic _formuls)
 {
     return(new GachaModule
     {
         _impactLogic = _impactLogic,
         _scorers = _scorers,
         _resources = _resources,
         _units = _units,
         _explorer = _explorer,
         _dropLogic = _dropLogic,
         _condition = _condition,
         _formuls = _formuls,
     }
            );
 }
コード例 #18
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 public static BattleModule CreateClient(BattleAccessor _battle, ExplorerAccessor _explorer, UnitsAccessor _units, ContextLogic _contextLogic, ImpactController _impactLogic, TriggerLogic _triggerLogic, BattleLogic _battleLogic, BuffLogic _buffLogic)
 {
     return(new BattleModule
     {
         _battle = _battle,
         _explorer = _explorer,
         _units = _units,
         _contextLogic = _contextLogic,
         _impactLogic = _impactLogic,
         _triggerLogic = _triggerLogic,
         _battleLogic = _battleLogic,
         _buffLogic = _buffLogic,
     }
            );
 }
コード例 #19
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 public static EquipmentModule CreateClient(InventoryAccessor _resources, ScorersAccessor _scorers, UnitsAccessor _units, ImpactController _impact, FormulaLogic _formula)
 {
     return(new EquipmentModule
     {
         _resources = _resources,
         _scorers = _scorers,
         _units = _units,
         _impact = _impact,
         _formula = _formula,
     }
            );
 }
コード例 #20
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 public static ImpactLogic CreateClient(ScorersAccessor _scorers, PlayerAccessor _player, InventoryAccessor _inventory, ExplorerAccessor _explorer, UnitsAccessor _units, BattleAccessor _battle, SettingsAccessor _settings, AchievementAccessor _achievement, BattleLogic _battleLogic, FormulaLogic _formulaLogic, ConditionController _condition, ApplyChangeLogic _applyChangeLogic, BuffLogic _buff, ScorersLogic _scorersLogic, ContextLogic _contextLogic, ImpactController _impactController, LogicData _data)
 {
     return(new ImpactLogic
     {
         _scorers = _scorers,
         _player = _player,
         _inventory = _inventory,
         _explorer = _explorer,
         _units = _units,
         _battle = _battle,
         _settings = _settings,
         _achievement = _achievement,
         _battleLogic = _battleLogic,
         _formulaLogic = _formulaLogic,
         _condition = _condition,
         _applyChangeLogic = _applyChangeLogic,
         _buff = _buff,
         _scorersLogic = _scorersLogic,
         _contextLogic = _contextLogic,
         _impactController = _impactController,
         _data = _data,
     }
            );
 }
コード例 #21
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 public ConditionFamiliarChecker(UnitsAccessor units)
 {
     _units = units;
 }
コード例 #22
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 public ConditionUnitExistChecker(UnitsAccessor units, IFormulaLogic formula)
 {
     _units   = units;
     _formula = formula;
 }
コード例 #23
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 public ImpactFamiliarUnlockExecutor(UnitsAccessor logic)
 {
     _logic = logic;
 }
コード例 #24
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 public ImpactPerkChargesExecutor(FormulaLogic logic, UnitsAccessor units)
 {
     _logic = logic;
     _units = units;
 }
コード例 #25
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 public ConditionUnitFamiliarChecker(ContextLogic context, UnitsAccessor units)
 {
     _context = context;
     _units   = units;
 }
コード例 #26
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 public ImpactUnitSetExecutor(UnitsAccessor accessor, FormulaController formula)
 {
     _formula  = formula;
     _accessor = accessor;
 }
コード例 #27
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 public ImpactUnitShardExecutor(UnitsAccessor accessor, FormulaLogic logic)
 {
     _accessor = accessor;
     _logic    = logic;
 }
コード例 #28
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 public ConditionUnitClassChecker(UnitsAccessor units, ContextLogic battle)
 {
     _battle = battle;
     _units  = units;
 }
コード例 #29
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 public static ActivationModule CreateClient(FormulaController _formulaLogic, ImpactController _impactLogic, ExplorerAccessor _explorer, ScorersAccessor _scorers, PlayerAccessor Player, UnitsAccessor _units, ApplyChangeLogic _changeLogic)
 {
     return(new ActivationModule
     {
         _formulaLogic = _formulaLogic,
         _impactLogic = _impactLogic,
         _explorer = _explorer,
         _scorers = _scorers,
         Player = Player,
         _units = _units,
         _changeLogic = _changeLogic,
     }
            );
 }
コード例 #30
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 public ImpactUnitRemoveExecutor(UnitsAccessor units, ExplorerAccessor explorer)
 {
     _units    = units;
     _explorer = explorer;
 }