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 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;
 }
Пример #3
0
 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;
 }
Пример #4
0
 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 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;
        }