private void Awake() { enemyProjectileShooter = GetComponent <IProjectileShooter>(); enemyProjectileSpawnPointProvider = GetComponent <ISpawnPointProvider <Transform> >(); enemyRowMovementHandler = GetComponent <IMovementHandler <EnemyRow> >(); }
internal CreateHumanPlayerCharacterTransaction( CharacterService characterService, ICharacterNameValidator nameValidator, ILoggerFactory loggerFactory, ICharacterManagementContextFactory contextFactory, ISpawnPointProvider spawnPointProvider, ICharacterTemplateSelector characterTemplateSelector, CharacterBuilder characterBuilder, IMainThreadDispatcher dispatcher) { _CharacterService = characterService; _NameValidator = nameValidator ?? throw new ArgumentNullException(nameof(nameValidator)); _ContextFactory = contextFactory ?? throw new ArgumentNullException(nameof(contextFactory)); _SpawnPointProvider = spawnPointProvider ?? throw new ArgumentNullException(nameof(spawnPointProvider)); _CharacterTemplateSelector = characterTemplateSelector ?? throw new ArgumentNullException(nameof(characterTemplateSelector)); _CharacterBuilder = characterBuilder ?? throw new ArgumentNullException(nameof(characterBuilder)); _Dispatcher = dispatcher ?? throw new ArgumentNullException(nameof(dispatcher)); _Log = loggerFactory.GetLogger(GetType()) ?? throw new ArgumentNullException(nameof(loggerFactory)); }