public CpuCharacterPresenter( ICharacterView characterView, IPhaseProvider phaseProvider, IPhaseRegister phaseRegister, ICurrentSkillModel currentSkill, ITurnCharacterProvider turnCharacter, IDamagePhaseFinalizer damagePhaseFinalizer, IResidueCharacterRegister residueCharacter, IResidueEnemyRegister enemyRegister, IMoveLoadProvider moveLoadProvider, ICharacterMove characterMove, ICpuUseCase cpuUseCase, Character character ) { _characterView = characterView; _phaseProvider = phaseProvider; _phaseRegister = phaseRegister; _currentSkill = currentSkill; _turnCharacter = turnCharacter; _damagePhaseFinalizer = damagePhaseFinalizer; _enemyRegister = enemyRegister; _moveLoadProvider = moveLoadProvider; _characterMove = characterMove; _cpuUseCase = cpuUseCase; _character = character; }
public CharacterMovePresenter( ICharacterView characterView, IMoveLoadProvider moveLoadProvider, ITurnCharacterProvider turnCharacter, ICharacterMove characterMove ) { _characterView = characterView; _moveLoadProvider = moveLoadProvider; _turnCharacter = turnCharacter; _characterMove = characterMove; }
void InitializeCharacter() { mCharacter = GetComponent <IMCharacter>(); mCharacterMove = GetComponent <ICharacterMove>(); if (mCharacter != null) { var keys = new Dictionary <string, BoolEvent>(); foreach (var dinput in DInputs) { keys.Add(dinput.Key, dinput.Value.OnInputChanged); //Use OnINPUT CHANGE INSTEAD OF ON INPUT PRESSED ... IS CALLED LESS TImes } mCharacter.InitializeInputs(keys); } }
void InitializeCharacter() { mCharacterMove = GetComponent <ICharacterMove>(); }
protected void InitializeCharacter() => mCharacterMove = GetComponent <ICharacterMove>();
// Use this for initialization void Start() { animal = GetComponentInParent <ICharacterMove>(); }