public CityLocationCanon(CitySignals citySignals, HexCellSignals cellSignals) { CitySignals = citySignals; citySignals.BeingDestroyed.Subscribe(OnCityBeingDestroyed); cellSignals.MapBeingClearedSignal.Subscribe(unit => Clear(false)); }
public CompositeCitySignals(CitySignals signals, IGameCore gameCore, IPossessionRelationship <ICivilization, ICity> cityPossessionCanon ) { GameCore = gameCore; CityPossessionCanon = cityPossessionCanon; ActiveCivCityClickedSignal = signals.PointerClicked.Where(ActivCivCityFilter); }
public CityCaptureResponder( ICityCaptureDisplay cityCaptureDisplay, CitySignals citySignals, [Inject(Id = "UI Animator")] Animator uiAnimator ) { CityCaptureDisplay = cityCaptureDisplay; UIAnimator = uiAnimator; citySignals.CityCaptured.Subscribe(OnCityCaptured); }
public void InjectDependencies( IPopulationGrowthLogic growthLogic, IProductionLogic productionLogic, IYieldGenerationLogic resourceGenerationLogic, IBorderExpansionLogic expansionLogic, IPossessionRelationship <ICity, IHexCell> tilePossessionCanon, IWorkerDistributionLogic distributionLogic, ICityProductionResolver cityProductionResolver, CitySignals signals ) { GrowthLogic = growthLogic; ProductionLogic = productionLogic; YieldGenerationLogic = resourceGenerationLogic; ExpansionLogic = expansionLogic; TilePossessionCanon = tilePossessionCanon; DistributionLogic = distributionLogic; ProductionResolver = cityProductionResolver; Signals = signals; }
public CityFactory(DiContainer container, [Inject(Id = "City Prefab")] GameObject cityPrefab, IPossessionRelationship <ICivilization, ICity> cityPossessionCanon, IHexGrid grid, IPossessionRelationship <ICity, IHexCell> cellPossessionCanon, CitySignals citySignals, IUnitFactory unitFactory, IPossessionRelationship <IHexCell, ICity> cityLocationCanon, ICellModificationLogic cellModificationLogic, [Inject(Id = "City Container")] Transform cityContainer ) { Container = container; CityPrefab = cityPrefab; CityPossessionCanon = cityPossessionCanon; Grid = grid; CellPossessionCanon = cellPossessionCanon; UnitFactory = unitFactory; CityLocationCanon = cityLocationCanon; CellModificationLogic = cellModificationLogic; CityContainer = cityContainer; if (citySignals != null) { citySignals.BeingDestroyed.Subscribe(OnCityBeingDestroyed); } }