private void SpawnAPoint(AllianceType alliance, WorldPosition point, UnitData unitData, WorldPosition direction, int count) { for (var i = 0; i < count; i++) { var command = _spawnUnitCommandFactory.Create(unitData, alliance, point); _commandProcessor.AddCommand(command); point += direction * 2f; } }
public BattleEndCheckCommand(WorldModel worldModel, HistoryManager historyManager, UnitManager unitManager, ProjectileManager projectileManager, CommandProcessor commandProcessor, ResetService resetService ) { _worldModel = worldModel; _historyManager = historyManager; _unitManager = unitManager; _projectileManager = projectileManager; _commandProcessor = commandProcessor; _resetService = resetService; _commandProcessor.AddCommand(this); }
public void addThisToProcessor() { _commandProcessor.AddCommand(this); }
private void SpawnAPoint(AllianceType alliance, WorldPosition point, UnitData unitData) { var command = _spawnUnitCommandFactory.Create(unitData, alliance, point); _commandProcessor.AddCommand(command); }