public PostTurnSystem(IEntityDetector entityDetector, IGameConfig gameConfig, ICalculatedAreaAccessor calculatedAreaAccessor, IStimulusHandler stimulusHandler, IPathfinder pathfinder, IBroadcastStimulusSender broadcastStimulusSender, IPositionEffectPresenter positionEffectPresenter, GameContext context, IFriendshipResolver friendshipResolver, IUiFacade uiFacade, IOsnowaContextManager contextManager) : base(context) { _entityDetector = entityDetector; _gameConfig = gameConfig; _calculatedAreaAccessor = calculatedAreaAccessor; _stimulusHandler = stimulusHandler; _pathfinder = pathfinder; _broadcastStimulusSender = broadcastStimulusSender; _positionEffectPresenter = positionEffectPresenter; _friendshipResolver = friendshipResolver; _uiFacade = uiFacade; _contextManager = contextManager; _context = context; }
public void Init(IPathfinder pathfinder, ITilemapInitializer tilemapInitializer, IEntityViewBehaviourInitializer entityViewBehaviourInitializer, IGameConfig gameConfig, IViewCreator viewCreator, IPositionFlagsResolver positionFlagsResolver, IStimulusHandler stimulusHandler, ISavedComponents savedComponents, GameContext context, PerInitiativeFeature perInitiativeFeature, RealTimeFeature realTimeFeature, IOsnowaContextManager contextManager, IGrid grid) { _realTimeFeature = realTimeFeature; _perInitiativeFeature = perInitiativeFeature; _tilemapInitializer = tilemapInitializer; _pathfinder = pathfinder; _gameConfig = gameConfig; _positionFlagsResolver = positionFlagsResolver; _stimulusHandler = stimulusHandler; _savedComponents = savedComponents; _context = context; _contextManager = contextManager; _grid = grid; }
public StimuliSystem(GameContext context, IStimulusHandler stimulusHandler, IFriendshipResolver friendshipResolver) : base(context) { _context = context; _stimulusHandler = stimulusHandler; _friendshipResolver = friendshipResolver; }