public void InjectDependencies( List <UnitDisplayBase> displaysToManage, UIStateMachineBrain brain, ICombatExecuter combatExecuter, IUnitAttackOrderLogic attackOrderLogic, IUnitPositionCanon unitPositionCanon, IHexPathfinder hexPathfinder, ICellPathDrawer pathDrawer, CitySignals citySignals, UnitSignals unitSignals, HexCellSignals cellSignals, IHexCellOverlayManager overlayManager, [Inject(Id = "Combat Summary Display")] CombatSummaryDisplay combatSummaryDisplay, IPossessionRelationship <IHexCell, ICity> cityLocationCanon ) { DisplaysToManage = displaysToManage; Brain = brain; CombatExecuter = combatExecuter; AttackOrderLogic = attackOrderLogic; UnitPositionCanon = unitPositionCanon; HexPathfinder = hexPathfinder; PathDrawer = pathDrawer; CitySignals = citySignals; UnitSignals = unitSignals; CellSignals = cellSignals; OverlayManager = overlayManager; CombatSummaryDisplay = combatSummaryDisplay; CityLocationCanon = cityLocationCanon; }
public void InjectDependencies( UnitSignals unitSignals, HexCellSignals cellSignals, CitySignals citySignals, IUnitPositionCanon unitPositionCanon, ICombatExecuter combatExecuter, UIStateMachineBrain brain, IPossessionRelationship <IHexCell, ICity> cityLocationCanon, [Inject(Id = "Ranged Attack State Displays")] List <UnitDisplayBase> displaysToManage, [Inject(Id = "Combat Summary Display")] CombatSummaryDisplay combatSummaryDisplay, IHexCellOverlayManager overlayManager ) { UnitSignals = unitSignals; CellSignals = cellSignals; CitySignals = citySignals; UnitPositionCanon = unitPositionCanon; CombatExecuter = combatExecuter; Brain = brain; CityLocationCanon = cityLocationCanon; DisplaysToManage = displaysToManage; CombatSummaryDisplay = combatSummaryDisplay; OverlayManager = overlayManager; }
public CellPathDrawer(IHexCellOverlayManager overlayManager) { OverlayManager = overlayManager; }