public CombatEntityFactory(IRepository <CharacterBase> characterBaseRepo, IRepository <CharacterHair> characterHairRepo, IRepository <ClassTemplate> classTemplateRepo, IEquipmentManager equipmentManager, IStatusEffectManager statusEffectManager) { _characterBaseRepo = characterBaseRepo; _characterHairRepo = characterHairRepo; _classTemplateRepo = classTemplateRepo; _equipmentManager = equipmentManager; _statusEffectManager = statusEffectManager; }
public BattleManagerFactory(IAbilityManager abilityManager, IEquipmentManager equipmentManager, IStatusEffectManager statusEffectManager, IRepository <StatusEffect> statusEffectRepo, ICombatAi combatAi) { _abilityManager = abilityManager; _equipmentManager = equipmentManager; _statusEffectManager = statusEffectManager; _statusEffectRepo = statusEffectRepo; _combatAi = combatAi; }
public BattleManager(IAbilityManager abilityManager, IEquipmentManager equipmentManager, IStatusEffectManager statusEffectManager, IRepository <StatusEffect> statusEffectRepo, ICombatAi combatAi) { _abilityManager = abilityManager; _equipmentManager = equipmentManager; _statusEffectManager = statusEffectManager; _statusEffectRepo = statusEffectRepo; _combatAi = combatAi; _seed = new Random(); _timer = new Timer(); _timer.AutoReset = false; _timer.Interval = GameplayConstants.EndOfTurnDelayInSeconds; _timer.Elapsed += (sender, args) => StartTurn(); }
public AbilityManager(IStatusEffectManager statusEffectManager) { _statusEffectManager = statusEffectManager; _seed = new Random(); }
public EquipmentManager(IStatusEffectManager statusEffectManager) { _statusEffectManager = statusEffectManager; }