public TimeSystem(ISystemContainer systemContainer) { _systemContainer = systemContainer; _eventSystem = systemContainer.EventSystem; _playerSystem = systemContainer.PlayerSystem; _statSystem = systemContainer.StatSystem; }
public LevelLoadingConfiguration( GameObject rootUIObject , Slider loadingBar , Text percentageText , ILookAtController lookAtController , ICameraController cameraController , IPlayerSystem playerSystem) { Configurations = new List <ISystemConfiguration> { new SystemConfiguration() .AddType <WorldMapLevel>() .Calls(c => LoadLevel(WorldMapSceneName)), new SystemConfiguration() .AddType <BattleGroundLevel>() .Calls(c => LoadLevel(BattleGroundSceneName)) }; UnityEngine.Object.DontDestroyOnLoad(rootUIObject); this.rootUIObject = rootUIObject; this.loadingBar = loadingBar; this.percentageText = percentageText; this.lookAtController = lookAtController; this.cameraController = cameraController; this.playerSystem = playerSystem; }
public AttackClosestEnemyBehaviour(ISystemContainer systemContainer) { _positionSystem = systemContainer.PositionSystem; _eventRuleSystem = systemContainer.EventSystem; _playerSystem = systemContainer.PlayerSystem; _mapSystem = systemContainer.MapSystem; _factionSystem = systemContainer.FactionSystem; }
public MoveAwayFromPlayerBehaviour(ISystemContainer systemContainer) { _positionSystem = systemContainer.PositionSystem; _eventRuleSystem = systemContainer.EventSystem; _playerSystem = systemContainer.PlayerSystem; _mapSystem = systemContainer.MapSystem; _random = systemContainer.Random; }
public FollowPathBehaviour(ISystemContainer systemContainer) { _positionSystem = systemContainer.PositionSystem; _eventRuleSystem = systemContainer.EventSystem; _playerSystem = systemContainer.PlayerSystem; _mapSystem = systemContainer.MapSystem; _entityEngine = systemContainer.EntityEngine; _messageSystem = systemContainer.MessageSystem; _timeSystem = systemContainer.TimeSystem; }
public BattleManager(IPlayerSystem playerSystem , IOpponentSystem opponentSystem , ICameraController cameraController) { this.playerSystem = playerSystem; this.opponentSystem = opponentSystem; this.cameraController = cameraController; BattleTurn = BattleTurn.Player; }
public ComputerMarbleMechanicsController(IBattleManager battleManager , IPlayerSystem playerSystem , IOpponentSystem opponentSystem , ILevelLoader levelLoader) { this.battleManager = battleManager; this.opponentSystem = opponentSystem; this.levelLoader = levelLoader; this.playerSystem = playerSystem; }
public SuspenseSystem(IPlayerSystem playerSystem , IOpponentSystem opponentSystem , ICameraController cameraController , ITimeController timeController , ILevelLoader levelLoader) { this.opponentSystem = opponentSystem; this.cameraController = cameraController; this.timeController = timeController; this.playerSystem = playerSystem; this.levelLoader = levelLoader; }
public HumanMarbleMechanicsController(IInputManager inputManager , IPlayerSystem playerSystem , IOpponentSystem opponentSystem , ICameraController cameraController , ILevelLoader levelLoader , IBattleManager battleManager) { this.inputManager = inputManager; this.playerSystem = playerSystem; this.opponentSystem = opponentSystem; this.cameraController = cameraController; this.levelLoader = levelLoader; this.battleManager = battleManager; MarbleShotStatus = MarbleShotStatus.Idle; layerMask = 1 << LayerMask.NameToLayer(PlaneRayCastLayerName); lastEndShot = 0f; }
public void SetUp() { _sender = CreateSkillUser(); _player = CreatePlayer(); _systemContainer = Substitute.For <ISystemContainer>(); _positionSystem = Substitute.For <IPositionSystem>(); _playerSystem = Substitute.For <IPlayerSystem>(); _targetingSystem = Substitute.For <ITargetingSystem>(); _mapSystem = Substitute.For <IMapSystem>(); _mapCollection = new Atlas(); _map = Substitute.For <IMap>(); _systemContainer.PositionSystem.ReturnsForAnyArgs(_positionSystem); _systemContainer.PlayerSystem.ReturnsForAnyArgs(_playerSystem); _systemContainer.MapSystem.ReturnsForAnyArgs(_mapSystem); _systemContainer.Random.ReturnsForAnyArgs(new RNG("test seed")); _systemContainer.TargetingSystem.ReturnsForAnyArgs(_targetingSystem); _mapSystem.MapCollection.ReturnsForAnyArgs(_mapCollection); _mapCollection[new MapKey("test")] = _map; SetTargetableCells(new MapCoordinate(MAP_KEY, 0, 0)); _playerSystem.Player.ReturnsForAnyArgs(_player); _data = CreateTargetingData(); UNUSED = new MapCoordinate("UNUSED", 0, 0); _callbackCoordinate = UNUSED; _callback = m => { _callbackCoordinate = m; }; _senderLocation = new MapCoordinate(MAP_KEY, 0, 0); SetPosition(_sender, _senderLocation); }
public GetBaseStatRule(ISystemContainer systemContainer) { _playerSystem = systemContainer.PlayerSystem; _statSystem = systemContainer.StatSystem; _itemSystem = systemContainer.ItemSystem; }
public GameplayActivity(Rectangle position, Padding padding, IOSystemConfiguration ioSystemConfiguration, IPlayerSystem playerSystem) : base(position, padding) { _ioSystemConfiguration = ioSystemConfiguration; _playerSystem = playerSystem; }
public RendererSystem(IPlayerSystem playerSystem, IActivitySystem activitySystem, IUnifiedRenderer renderer) { _playerSystem = playerSystem; _activitySystem = activitySystem; Renderer = renderer; }