public AttackTask(IMicroController microController, TargetingData targetingData, ActiveUnitData activeUnitData, DefenseService defenseService, MacroData macroData, AttackData attackData, TargetingService targetingService, MicroTaskData microTaskData, ArmySplitter armySplitter, EnemyCleanupService enemyCleanupService, float priority) { MicroController = microController; TargetingData = targetingData; ActiveUnitData = activeUnitData; DefenseService = defenseService; MacroData = macroData; AttackData = attackData; TargetingService = targetingService; MicroTaskData = microTaskData; ArmySplitter = armySplitter; EnemyCleanupService = enemyCleanupService; Priority = priority; UnitCommanders = new List <UnitCommander>(); lastFrameTime = 0; Enabled = true; }
public DefenseSquadTask(ActiveUnitData activeUnitData, TargetingData targetingData, DefenseService defenseService, IMicroController microController, ArmySplitter armySplitter, List <DesiredUnitsClaim> desiredUnitsClaims, float priority, bool enabled = true) { ActiveUnitData = activeUnitData; TargetingData = targetingData; DefenseService = defenseService; MicroController = microController; ArmySplitter = armySplitter; DesiredUnitsClaims = desiredUnitsClaims; Priority = priority; Enabled = enabled; UnitCommanders = new List <UnitCommander>(); WorkerDefenders = new List <UnitCommander>(); Enabled = true; }