public PinnedLocationDictionary( ILocationDictionary locations, IPinnedLocationVMFactory factory) : base(new Dictionary <LocationID, IPinnedLocationVM>()) { _locations = locations; _factory = factory; }
public SmallItemVMFactory( ILocationDictionary locations, IRequirementDictionary requirements, AggregateRequirement.Factory aggregateFactory, AlternativeRequirement.Factory alternativeFactory, AlwaysDisplayDungeonItemsRequirement.Factory alwaysDisplayFactory, DisplayMapsCompassesRequirement.Factory displayMapsCompassesFactory, ItemsPanelOrientationRequirement.Factory itemsPanelOrientationFactory, SmallKeySmallItemVM.Factory smallKeyFactory, SpacerSmallItemVM.Factory spacerFactory, SmallItemVM.Factory smallItemFactory, BigKeySmallItemVM.Factory bigKeyFactory, DungeonItemSmallItemVM.Factory dungeonItemFactory, PrizeSmallItemVM.Factory prizeFactory, BossSmallItemVM.Factory bossFactory) { _locations = locations; _requirements = requirements; _aggregateFactory = aggregateFactory; _alternativeFactory = alternativeFactory; _alwaysDisplayFactory = alwaysDisplayFactory; _displayMapsCompassesFactory = displayMapsCompassesFactory; _itemsPanelOrientationFactory = itemsPanelOrientationFactory; _smallKeyFactory = smallKeyFactory; _spacerFactory = spacerFactory; _smallItemFactory = smallItemFactory; _bigKeyFactory = bigKeyFactory; _dungeonItemFactory = dungeonItemFactory; _prizeFactory = prizeFactory; _bossFactory = bossFactory; }
public MapAreaVMFactory( ILocationDictionary locations, IMapLocationVMFactory locationFactory, IMapVM.Factory mapFactory) { _locations = locations; _locationFactory = locationFactory; _mapFactory = mapFactory; }
public LargeItemVMFactory( IItemDictionary items, ILocationDictionary locations, LargeItemVM.Factory largeItemFactory, PrizeLargeItemVM.Factory prizeFactory, CrystalRequirementLargeItemVM.Factory crystalFactory, SmallKeyLargeItemVM.Factory smallKeyFactory, PairLargeItemVM.Factory pairFactory) { _items = items; _locations = locations; _largeItemFactory = largeItemFactory; _prizeFactory = prizeFactory; _crystalFactory = crystalFactory; _smallKeyFactory = smallKeyFactory; _pairFactory = pairFactory; }
/// <summary> /// Constructor /// </summary> public ResetManager( IAutoTracker autoTracker, IBossPlacementDictionary bossPlacements, IConnectionCollection connections, IDropdownDictionary dropdowns, IItemDictionary items, ILocationDictionary locations, IPinnedLocationCollection pinnedLocations, IPrizePlacementDictionary prizePlacements, IUndoRedoManager undoRedoManager) { _autoTracker = autoTracker; _bossPlacements = bossPlacements; _connections = connections; _dropdowns = dropdowns; _items = items; _locations = locations; _pinnedLocations = pinnedLocations; _prizePlacements = prizePlacements; _undoRedoManager = undoRedoManager; }
/// <summary> /// Constructor /// </summary> /// <param name="locations"> /// The location dictionary. /// </param> /// <param name="connectionFactory"> /// An Autofac factory for creating new connections. /// </param> public ConnectionCollection( ILocationDictionary locations, IConnection.Factory connectionFactory) { _locations = locations; _connectionFactory = connectionFactory; }
/// <summary> /// Constructor /// </summary> /// <param name="locations"> /// The location dictionary. /// </param> public PinnedLocationCollection(ILocationDictionary locations) { _locations = locations; }