public BuffAbility2(UnitModel unit, AbilityData data, WorldModel world, TickService tickservice, CommandProcessor command, IFactory <IBuff, BuffData, BuffTargetCommand> buffFactory, IFactory <CCData, RootCommand> cCFactory, IFactory <CCData, SilenceCommand> silenceFactory, IFactory <CCData, FreezeCommand> freezeFactory, IFactory <CCData, KnockUpCommand> knockUpFactory, IFactory <CCData, LaunchCommand> launchFactory, IFactory <CCData, HookCommand> hookFactory, IFactory <CCData, PetrifyCommand> petrifyFactory, IFactory <IStatChange, StatChangeData, StatChangeCommand> statChangeFactory, IFactory <StatChangeData, HPChangeCommand> hPChangeFactory, IFactory <StatChangeData, ResurrectCommand> resurrectFactory) { _unit = unit; _world = world; _command = command; _data = new BuffAbilityParams(data); _tickService = tickservice; _buffFactory = buffFactory; _rootFactory = cCFactory; _silenceFactory = silenceFactory; _freezeFactory = freezeFactory; _knockUpFactory = knockUpFactory; _launchFactory = launchFactory; _hookFactory = hookFactory; _petrifyFactory = petrifyFactory; _statChangeFactory = statChangeFactory; _hPChangeFactory = hPChangeFactory; _resurrectFactory = resurrectFactory; }
public BuffTargetCommand(IBuff iBuff, BuffData buffData, TickService tick) { //takes in this unit _buffData = buffData; _iBuff = iBuff; //this is actually bringing in the instance of the wrapper buff, not the "class" iBuff. //you can call it IBuff because it extends it, and use the IBuff method because it extends it. _tick = tick; }
private void GlassesEditor_FormClosing(object sender, FormClosingEventArgs e) { SaveService saveService = (SaveService)ToolFramework.Instance.ServiceManagerInstance.GetService(typeof(SaveService)); if (saveService != null && !saveService.Stop()) { e.Cancel = true; } else if (!this.allowShutdown) { if (ToolFramework.Instance.Game != null) { ToolFramework.Instance.Game.Exit(); } e.Cancel = true; this.closing = true; } else { TickService tickService = (TickService)ToolFramework.Instance.ServiceManagerInstance.GetService(typeof(TickService)); if (tickService != null) { tickService.Stop(); } } }
private async Task <ServiceProvider> ConfigureServicesAsync(Database database) { DiscordSocketClient client = new DiscordSocketClient(); Container playersRepositoryContainer = await PlayersRepository.CreateContainer(database); PlayersRepository playersRepository = new PlayersRepository(playersRepositoryContainer); Container adventuresRepositoryContainer = await AdventuresRepository.CreateContainer(database); AdventuresRepository adventuresRepository = new AdventuresRepository(adventuresRepositoryContainer); TickService tickService = new TickService(playersRepository, adventuresRepository); UIService uiService = new UIService(client, playersRepository, adventuresRepository); return(new ServiceCollection() .AddSingleton(client) .AddSingleton <CommandService>() .AddSingleton <CommandHandlingService>() .AddSingleton <HttpClient>() .AddSingleton(tickService) .AddSingleton(uiService) .AddSingleton(playersRepository) .AddSingleton(adventuresRepository) .BuildServiceProvider()); }
public UnitUpdateAbility(UnitModel unit, AbilityData data, CommandProcessor command, TickService tick, IFactory <IStatChange, StatChangeData, StatChangeCommand> statChangeFactory) { _unit = unit; _tick = tick; _command = command; _statChangeFactory = statChangeFactory; }
public Ability3(UnitModel unit, WorldModel world, TickService tickService, CommandProcessor commandProcessor, AbilityVariablesRegistry abilityVariablesRegistry) { _unit = unit; _world = world; _tickService = tickService; _commandProcessor = commandProcessor; _abilityVariablesRegistry = abilityVariablesRegistry; _abilityData = _abilityVariablesRegistry [3]; //this is fine here but could be set in the unit as well }
public Ability4(UnitModel unit, WorldModel world, TickService tickService, CommandProcessor commandProcessor, AbilityVariablesRegistry abilityVariablesRegistry) { _unit = unit; _world = world; _tickService = tickService; _commandProcessor = commandProcessor; _abilityVariablesRegistry = abilityVariablesRegistry; _abilityData = _abilityVariablesRegistry [2]; }
public override void OnInit() { base.OnInit(); if (m_TickOrder == null) { m_TickOrder = 0; } TickService.AddUpdateCallback(OnUpdate, TickOrder); }
public AbilityMakerAbility(UnitModel unit, AbilityData data, WorldModel world, TickService tickservice, CommandProcessor command, UnitRegistry unitRegistry, AbilityRepository abilityRepository) { _unit = unit; _world = world; _command = command; _data = new BuffAbilityParams(data); _tickService = tickservice; _unitRegistry = unitRegistry; _abilityRepository = abilityRepository; }
public ShieldSplashAbility(UnitModel unit, AbilityData data, WorldModel world, TickService tickservice, CommandProcessor command, IFactory <IStatChange, StatChangeData, StatChangeCommand> statChangeFactory ) { _unit = unit; _world = world; _command = command; _data = new BuffAbilityParams(data); _tickService = tickservice; _statChangeFactory = statChangeFactory; }
public Ability2(UnitModel unit, WorldModel world, TickService tickService, CommandProcessor commandProcessor, AbilityVariablesRegistry abilityVariablesRegistry, IFactory <IBuff, BuffData, BuffTargetCommand> buffTargetCommandFactory) { _unit = unit; _buffTargetCommandFactory = buffTargetCommandFactory; _world = world; _tickService = tickService; _commandProcessor = commandProcessor; _abilityVariablesRegistry = abilityVariablesRegistry; _abilityData = _abilityVariablesRegistry [2]; //this is bad }
public ProjectileManager(WorldModel worldModel, CommandProcessor commandProcessor, ProjectileRepository projectileRepository, TickService tickService, IFactory <IProjectile, RemoveProjectileCommand> removeProjectileFactory) { _worldModel = worldModel; _projectileRepository = projectileRepository; _tickService = tickService; _commandProcessor = commandProcessor; _removeProjectileFactory = removeProjectileFactory; _commandProcessor.AddCommand(this); }
public MakeProjectileAbility(UnitModel unit, AbilityData data, WorldModel world, TickService tickservice, CommandProcessor command, ProjectileManager projectileManager ) { _unit = unit; _world = world; _command = command; _data = new MakeArrowAbilityParams(data); _tickService = tickservice; _projectileManager = projectileManager; }
public BuffAbility(UnitModel unit, AbilityData data, WorldModel world, TickService tickservice, CommandProcessor command, IFactory <IBuff, BuffData, BuffTargetCommand> buffFactory, IFactory <StatChangeData, HPChangeCommand> HPChangeFactory) { _unit = unit; _world = world; _command = command; _data = new BuffAbilityParams(data); _tickService = tickservice; _buffFactory = buffFactory; _HPChangeFactory = HPChangeFactory; }
public MovementAbility(UnitModel unit, AbilityData data, CommandProcessor command, TickService tick, IFactory <UnitModel, ReviveCommand> reviveFactory, IFactory <UnitModel, DieCommand> dieFactory, IFactory <IStatChange, StatChangeData, StatChangeCommand> statChangeFactory) { _unit = unit; _data = data; _tick = tick; _command = command; _dieFactory = dieFactory; _reviveFactory = reviveFactory; _statChangeFactory = statChangeFactory; }
public SpawnUnitsAbility(UnitModel unit, AbilityData data, WorldModel world, TickService tickservice, CommandProcessor command, UnitRegistry unitRegistry, IFactory <IBuff, BuffData, BuffTargetCommand> buffFactory, IFactory <StatChangeData, HPChangeCommand> HPChangeFactory, IFactory <UnitData, AllianceType, WorldPosition, SpawnUnitCommand> spawnUnitCommandFactory) { _unit = unit; _world = world; _command = command; _data = new BuffAbilityParams(data); _tickService = tickservice; _unitRegistry = unitRegistry; _spawnUnitCommandFactory = spawnUnitCommandFactory; }
public CommanderAbility2(UnitModel unit, AbilityData data, WorldModel world, TickService tickservice, CommandProcessor command, IFactory <IBuff, BuffData, BuffTargetCommand> buffFactory, AbilityRepository abilityRepository, IFactory <StatChangeData, HPChangeCommand> HPChangeFactory) { _unit = unit; _world = world; _command = command; _data = new BuffAbilityParams(data); _tickService = tickservice; _buffFactory = buffFactory; _HPChangeFactory = HPChangeFactory; _abilityRepository = abilityRepository; _castTime = data.castTime; _cooldownTime = data.cooldownTime; }
public override void OnShutdown() { TickService.RemoveUpdateCallback(OnUpdate); base.OnShutdown(); }
public RootCommand(CCData cCData, TickService tick) { //takes in this unit _cCData = cCData; _tick = tick; }
public MovementAbility(UnitModel unit, AbilityData data, CommandProcessor command, TickService tick) { _unit = unit; _tick = tick; }
public ReviveCommand(UnitModel unit, TickService tick) { //takes in this unit _tick = tick; _unit = unit; }
public DieCommand(StatChangeData data, TickService tick) { _tick = tick; _damageData = data; }