public void AddPlanet(IPlanetFactory factory, Vector2 position, float radius) { Planet p = factory.Create(this, position, radius); this.Planets.AddLast(p); this.AddWorldObject(p.ID, p); }
public MainPresenter(IPlanetFactory planetFactory, ICamera camera, ICameraController cameraController, IWindowManager windowManager, Statistics statistics, ISettings settings) { _planetFactory = planetFactory; _camera = camera; _cameraController = cameraController; _windowManager = windowManager; _statistics = statistics; _settings = settings; _settings.ShouldUpdate = true; }
public BatchSpaceObjectFactory( IRandomGenerator randomGenerator, IMonsterFactory monsterFactory, IPlanetFactory planetFactory, int probPlanet) { this.randomGenerator = randomGenerator; this.monsterFactory = monsterFactory; this.planetFactory = planetFactory; this.probPlanet = probPlanet; }
public PlanetRepository(IPlanetFactory planetFactory, ITreeOfLifeSession session) { _session = session; _planets = new ReadOnlyCollection<Planet>(new List<Planet> { planetFactory.Create("Planets/1", 12, "Mercury", '\u263F'), planetFactory.Create("Planets/2", 13, "Moon", '\u263E'), planetFactory.Create("Planets/3", 14, "Venus", '\u2640'), planetFactory.Create("Planets/4", 21, "Jupiter", '\u2643'), planetFactory.Create("Planets/5", 27, "Mars", '\u2642'), planetFactory.Create("Planets/6", 30, "Sun", '\u2609'), planetFactory.Create("Planets/7", 32, "Saturn", '\u2644') }); }
public Controller( AstronautRepository astronautRepository, PlanetRepository planetRepository, IAstronautFactory astronautFactory, IPlanetFactory planetFactory, IMission mission) { this.astronautRepository = astronautRepository; this.planetRepository = planetRepository; this.astronautFactory = astronautFactory; this.planetFactory = planetFactory; this.mission = mission; }
public void OnViewReady() { Debug.Log("View ready"); // Injecting stuff that couldnt be created before the game // Mostly from scene, which is loaded later at unknown time planetFactory = resolver.Resolve <IPlanetFactory>(); projectileFactory = resolver.Resolve <IProjectileFactory>(); weaponFactory = resolver.Resolve <IWeaponFactory>(); if (csProvider.HasSerializedCelestialSystem) { CreateCelestialSystemFromSerialized(); } else { CreateCelestialSystemFromScene(); } projectileFactory.celestialSystem = celestialSystem; }
public TestController(IUserSessionService userSessionService, IKernel kernel) : base(userSessionService) { #region b1 try { _commandCenter = kernel.Get <ICommandCenter>(); _injectMessages.Add("ICommandCenter", _commandCenter.Test()); } catch (Exception e) { _injectMessages.Add("exeption ICommandCenter", e.Message); throw new Exception(_injectMessages.ToSerealizeString()); } try { _gameUserService = kernel.Get <IGameUserService>(); _injectMessages.Add("IGameUserService", _gameUserService.Test()); } catch (Exception e) { _injectMessages.Add("exeption IUserChestHelper", e.Message); throw new Exception(_injectMessages.ToSerealizeString()); } #endregion #region b2 try { _gDetailPlanetService = kernel.Get <IGDetailPlanetService>(); _injectMessages.Add("IGDetailPlanetService", _gDetailPlanetService.Test()); } catch (Exception e) { _injectMessages.Add("exeption IGDetailPlanetService", e.Message); throw new Exception(_injectMessages.ToSerealizeString()); } try { _industrialComplex = kernel.Get <IIndustrialComplex>(); _injectMessages.Add("IIndustrialComplex", _industrialComplex.Test()); } catch (Exception e) { _injectMessages.Add("exeption IIndustrialComplex", e.Message); throw new Exception(_injectMessages.ToSerealizeString()); } try { _motherFactory = kernel.Get <IMotherFactory>(); _injectMessages.Add("IMotherFactory", _motherFactory.Test()); } catch (Exception e) { _injectMessages.Add("exeption IMotherFactory", e.Message); throw new Exception(_injectMessages.ToSerealizeString()); } try { _mothershipService = kernel.Get <IMothershipService>(); _injectMessages.Add("IMothershipService", _mothershipService.Test()); } catch (Exception e) { _injectMessages.Add("exeption IMothershipService", e.Message); throw new Exception(_injectMessages.ToSerealizeString()); } #endregion #region b3 try { _planetFactory = kernel.Get <IPlanetFactory>(); _injectMessages.Add("IPlanetFactory", _planetFactory.Test()); } catch (Exception e) { _injectMessages.Add("exeption IPlanetFactory", e.Message); throw new Exception(_injectMessages.ToSerealizeString()); } try { _shipyard = kernel.Get <IShipyard>(); _injectMessages.Add("IShipyard", _shipyard.Test()); } catch (Exception e) { _injectMessages.Add("exeption IShipyard", e.Message); throw new Exception(_injectMessages.ToSerealizeString()); } try { _storage = kernel.Get <IStorage>(); _injectMessages.Add("IStorage", _storage.Test()); } catch (Exception e) { _injectMessages.Add("exeption IStorage", e.Message); throw new Exception(_injectMessages.ToSerealizeString()); } #endregion #region b4 try { _storageResourcesService = kernel.Get <IStorageResourcesService>(); _injectMessages.Add("IStorageResourcesService", _storageResourcesService.Test()); } catch (Exception e) { _injectMessages.Add("exeption IStorageResourcesService", e.Message); throw new Exception(_injectMessages.ToSerealizeString()); } try { _synchronizer = kernel.Get <ISynchronizer>(); _injectMessages.Add("ISynchronizer", _synchronizer.Test()); } catch (Exception e) { _injectMessages.Add("exeption ISynchronizer", e.Message); throw new Exception(_injectMessages.ToSerealizeString()); } try { _gSectorsService = kernel.Get <IGSectorsService>(); _injectMessages.Add("IGSectorsService", _gSectorsService.Test()); } catch (Exception e) { _injectMessages.Add("exeption IGSectorsService", e.Message); throw new Exception(_injectMessages.ToSerealizeString()); } try { _systemService = kernel.Get <ISystemService>(); _injectMessages.Add("ISystemService", _systemService.Test()); } catch (Exception e) { _injectMessages.Add("exeption ISystemService", e.Message); throw new Exception(_injectMessages.ToSerealizeString()); } #endregion #region b5 try { _mapAdressService = kernel.Get <IMapAdressService>(); _injectMessages.Add("IMapAdressService", _mapAdressService.Test()); } catch (Exception e) { _injectMessages.Add("exeption IMapAdressService", e.Message); throw new Exception(_injectMessages.ToSerealizeString()); } #endregion #region b6 try { _npcInitializer = kernel.Get <INpcInitializer>(); _injectMessages.Add("INpcInitializer", _npcInitializer.Test()); } catch (Exception e) { _injectMessages.Add("exeption INpcInitializer", e.Message); throw new Exception(_injectMessages.ToSerealizeString()); } try { _mapGInitializer = kernel.Get <IMapGInitializer>(); _injectMessages.Add("IMapGInitializer", _mapGInitializer.Test()); } catch (Exception e) { _injectMessages.Add("exeption IMapGInitializer", e.Message); throw new Exception(_injectMessages.ToSerealizeString()); } try { _mainInitializer = kernel.Get <IMainInitializer>(); _injectMessages.Add("IMainInitializer", _mainInitializer.Test()); } catch (Exception e) { _injectMessages.Add("exeption IMainInitializer", e.Message); throw new Exception(_injectMessages.ToSerealizeString()); } #endregion #region b7 try { _authUsersInitializer = kernel.Get <IAuthUsersInitializer>(); _injectMessages.Add("IAuthUsersInitializer", _authUsersInitializer.Test()); } catch (Exception e) { _injectMessages.Add("exeption IAuthUsersInitializer", e.Message); throw new Exception(_injectMessages.ToSerealizeString()); } try { _allianceService = kernel.Get <IAllianceService>(); _injectMessages.Add("IAllianceService", _allianceService.Test()); } catch (Exception e) { _injectMessages.Add("exeption IAllianceService", e.Message); throw new Exception(_injectMessages.ToSerealizeString()); } #endregion }
public CelestialSystem CreateFromSerialized(IProjectileFactory projectileFactory, IPlanetFactory planetFactory, IWeaponFactory weaponFactory) { var celestialSystem = resolver.Resolve <CelestialSystem>(); var planets = new List <IPlanet>(); var central = scs.planets.First(planet => planet.isCentral); var centralStarPlanet = planetFactory.CreatePlanet(central.entity.pos); central.entity.FillIn(centralStarPlanet.SimulatedEntity); celestialSystem.AddCentralStar(centralStarPlanet); foreach (var serializedPlanet in scs.planets.Except(new [] { central })) { var appearance = new PlanetAppearance() { color = serializedPlanet.color }; var planet = planetFactory.CreatePlanet(serializedPlanet.entity.pos, appearance); weaponFactory.AddWeapon(serializedPlanet.weaponType, planet); serializedPlanet.entity.FillIn(planet.SimulatedEntity); planets.Add(planet); } celestialSystem.AddRaw(planets); projectileFactory.celestialSystem = celestialSystem; foreach (var projectile in scs.projectiles) { var proj = projectileFactory.CreateBullet(projectile.entity.pos); projectile.entity.FillIn(proj); } return(celestialSystem); }