public EndComponent(FFACE fface) : base(fface) { _fface = fface; _executor = new Executor(fface); _units = new UnitService(fface); }
public StartState(IMemoryAPI fface) : base(fface) { Executor = new Executor(fface); }
private static Executor CreateSut() { Memory.Player = Player; var sut = new Executor(Memory); return sut; }
public StartComponent(FFACE fface) { FFACE = fface; Executor = new Executor(fface); }
public BattleComponent(FFACE fface) { _fface = fface; _executor = new Executor(fface); }
public EndState(IMemoryAPI fface) : base(fface) { _executor = new Executor(fface); }
public WeaponskillState(IMemoryAPI fface) : base(fface) { _executor = new Executor(fface); }
public HealingState(IMemoryAPI fface) : base(fface) { _executor = new Executor(fface); }
public WeaponSkillComponent(FFACE fface) { FFACE = fface; Executor = new Executor(fface); }