public StrongholdEngageMainAttackPassiveAction(uint cityId, uint troopObjectId, uint targetStrongholdId, IGameObjectLocator gameObjectLocator, StrongholdBattleProcedure strongholdBattleProcedure) : this(gameObjectLocator, strongholdBattleProcedure) { this.cityId = cityId; this.troopObjectId = troopObjectId; this.targetStrongholdId = targetStrongholdId; }
public StrongholdEngageGateAttackPassiveAction(IBattleFormulas battleFormula, IGameObjectLocator gameObjectLocator, StrongholdBattleProcedure strongholdBattleProcedure, IDbManager dbManager, IStaminaMonitorFactory staminaMonitorFactory) { this.battleFormula = battleFormula; this.gameObjectLocator = gameObjectLocator; this.strongholdBattleProcedure = strongholdBattleProcedure; this.dbManager = dbManager; this.staminaMonitorFactory = staminaMonitorFactory; }
public StrongholdGateBattlePassiveAction(StrongholdBattleProcedure strongholdBattleProcedure, ILocker locker, IGameObjectLocator gameObjectLocator, IDbManager dbManager, Formula formula, IWorld world) { this.strongholdBattleProcedure = strongholdBattleProcedure; this.locker = locker; this.gameObjectLocator = gameObjectLocator; this.dbManager = dbManager; this.formula = formula; this.world = world; }
public StrongholdEngageGateAttackPassiveAction(uint cityId, uint troopObjectId, uint targetStrongholdId, IBattleFormulas battleFormula, IGameObjectLocator gameObjectLocator, StrongholdBattleProcedure strongholdBattleProcedure, IDbManager dbManager, IStaminaMonitorFactory staminaMonitorFactory) : this(battleFormula, gameObjectLocator, strongholdBattleProcedure, dbManager, staminaMonitorFactory) { this.cityId = cityId; this.troopObjectId = troopObjectId; this.targetStrongholdId = targetStrongholdId; }
public StrongholdDefenseChainAction(IActionFactory actionFactory, Procedure procedure, ILocker locker, IGameObjectLocator gameObjectLocator, BattleProcedure battleProcedure, StrongholdBattleProcedure strongholdBattleProcedure) { this.actionFactory = actionFactory; this.procedure = procedure; this.locker = locker; this.gameObjectLocator = gameObjectLocator; this.battleProcedure = battleProcedure; this.strongholdBattleProcedure = strongholdBattleProcedure; }
public StrongholdDefenseChainAction(uint cityId, ITroopObjectInitializer troopObjectInitializer, uint targetStrongholdId, IActionFactory actionFactory, Procedure procedure, ILocker locker, IGameObjectLocator gameObjectLocator, BattleProcedure battleProcedure, StrongholdBattleProcedure strongholdBattleProcedure) : this(actionFactory, procedure, locker, gameObjectLocator, battleProcedure, strongholdBattleProcedure) { this.cityId = cityId; this.targetStrongholdId = targetStrongholdId; this.troopObjectInitializer = troopObjectInitializer; }
public StrongholdGateBattlePassiveAction(uint strongholdId, StrongholdBattleProcedure strongholdBattleProcedure, ILocker locker, IGameObjectLocator gameObjectLocator, IDbManager dbManager, Formula formula, IWorld world) : this(strongholdBattleProcedure, locker, gameObjectLocator, dbManager, formula, world) { this.strongholdId = strongholdId; IStronghold stronghold; if (!gameObjectLocator.TryGetObjects(strongholdId, out stronghold)) { throw new Exception("Did not find stronghold that was supposed to be having a battle"); } stronghold.GateBattle.GroupKilled += BattleOnGroupKilled; stronghold.GateBattle.ActionAttacked += BattleOnActionAttacked; }
public StrongholdMainBattlePassiveAction(BattleProcedure battleProcedure, StrongholdBattleProcedure strongholdBattleProcedure, ILocker locker, IGameObjectLocator gameObjectLocator, IDbManager dbManager, Formula formula, IWorld world, IStrongholdManager strongholdManager, IActionFactory actionFactory, ITroopObjectInitializerFactory troopInitializerFactory) { this.battleProcedure = battleProcedure; this.strongholdBattleProcedure = strongholdBattleProcedure; this.locker = locker; this.gameObjectLocator = gameObjectLocator; this.dbManager = dbManager; this.formula = formula; this.world = world; this.strongholdManager = strongholdManager; this.actionFactory = actionFactory; this.troopInitializerFactory = troopInitializerFactory; }
public StrongholdMainBattlePassiveAction(uint strongholdId, BattleProcedure battleProcedure, StrongholdBattleProcedure strongholdBattleProcedure, ILocker locker, IGameObjectLocator gameObjectLocator, IDbManager dbManager, Formula formula, IWorld world, IStrongholdManager strongholdManager, IActionFactory actionFactory, ITroopObjectInitializerFactory troopInitializerFactory) : this(battleProcedure, strongholdBattleProcedure, locker, gameObjectLocator, dbManager, formula, world, strongholdManager, actionFactory, troopInitializerFactory) { this.strongholdId = strongholdId; IStronghold stronghold; if (!gameObjectLocator.TryGetObjects(strongholdId, out stronghold)) { throw new Exception("Did not find stronghold that was supposed to be having a battle"); } RegisterBattleListeners(stronghold); }
public StrongholdEngageMainAttackPassiveAction(IGameObjectLocator gameObjectLocator, StrongholdBattleProcedure strongholdBattleProcedure) { this.gameObjectLocator = gameObjectLocator; this.strongholdBattleProcedure = strongholdBattleProcedure; }