public ConditionUnitHaveChecker(BattleAccessor battle, ContextLogic context, IFormulaLogic formula, UnitsAccessor units) { _battle = battle; _context = context; _formula = formula; _units = units; }
public UnitImpactAbilityExecutor(ImpactController impact, ApplyChangeLogic apply, ContextLogic context, UnitsAccessor units) { _apply = apply; _context = context; _impact = impact; _units = units; }
public UnitImpactHpExecutor(ContextLogic context, FormulaController logic, BattleAccessor battle, UnitsAccessor units) { _context = context; _logic = logic; _battle = battle; _units = units; }
public ConditionUnitChecker(ConditionController logic, ContextLogic contextLogic, BattleAccessor battle, UnitsAccessor units) { _contextLogic = contextLogic; _units = units; _battle = battle; _logic = logic; }
public ConditionUnitMostHpChecker(ContextLogic logic, FormulaController formula, BattleAccessor battle, UnitsAccessor units) { _battle = battle; _units = units; _formula = formula; _logic = logic; }
public UnitImpactUnsummonExecutor(ContextLogic context, BattleAccessor battle, UnitsAccessor units, ExplorerAccessor explorer) { _context = context; _units = units; _explorer = explorer; _battle = battle; }
public UnitImpactExecutor(ContextLogic contextLogic, ImpactController logic, ConditionController condition, UnitsAccessor units) { _condition = condition; _contextLogic = contextLogic; _units = units; _logic = logic; }
public FormulaUnitParamCalculator(FormulaController formula, ContextLogic context, BattleAccessor battle, UnitsAccessor units, PlayerAccessor player) { _formula = formula; _player = player; _context = context; _units = units; _battle = battle; }
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; }
public static ContextLogic CreateClient(BattleAccessor _battleAccessor, UnitsAccessor _unitAccessor) { return(new ContextLogic { _battleAccessor = _battleAccessor, _unitAccessor = _unitAccessor, } ); }
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); }
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; }
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, } ); }
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); }
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(); }
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, } ); }
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, } ); }
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, } ); }
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, } ); }
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, } ); }
public ConditionFamiliarChecker(UnitsAccessor units) { _units = units; }
public ConditionUnitExistChecker(UnitsAccessor units, IFormulaLogic formula) { _units = units; _formula = formula; }
public ImpactFamiliarUnlockExecutor(UnitsAccessor logic) { _logic = logic; }
public ImpactPerkChargesExecutor(FormulaLogic logic, UnitsAccessor units) { _logic = logic; _units = units; }
public ConditionUnitFamiliarChecker(ContextLogic context, UnitsAccessor units) { _context = context; _units = units; }
public ImpactUnitSetExecutor(UnitsAccessor accessor, FormulaController formula) { _formula = formula; _accessor = accessor; }
public ImpactUnitShardExecutor(UnitsAccessor accessor, FormulaLogic logic) { _accessor = accessor; _logic = logic; }
public ConditionUnitClassChecker(UnitsAccessor units, ContextLogic battle) { _battle = battle; _units = units; }
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, } ); }
public ImpactUnitRemoveExecutor(UnitsAccessor units, ExplorerAccessor explorer) { _units = units; _explorer = explorer; }