public PlayerService(UnderseaDbContext dbContext, IArmyService armyService, ISquadService squadService, IStockService stockService, ICityService cityService, ILaboratoryService laboratoryService) { _dbContext = dbContext; _armyService = armyService; _squadService = squadService; _stockService = stockService; _cityService = cityService; _laboratoryService = laboratoryService; }
public GameService(UnderseaDbContext dbContext, IPlayerService playerService, IArmyService armyService, IStockService stockService, ICurrentInnovationService currentInnovationService, ICurrentBuildingService currentBuildingService, IHubContext <GameHub> hubContext) { _dbContext = dbContext; _playerService = playerService; _armyService = armyService; _stockService = stockService; _currentInnovationService = currentInnovationService; _currentBuildingService = currentBuildingService; _hubContext = hubContext; }
public TestController(IPlayerService playerService, ICityService cityService, IArmyService armyService, IStockService stockService, ILaboratoryService laboratoryService, ISquadService squadService, IGameService gameService, IBuildingService buildingService, ICurrentBuildingService currentBuildingService, ICurrentInnovationService currentInnovationService) { _playerService = playerService; _cityService = cityService; _buildingService = buildingService; _currentBuildingService = currentBuildingService; _armyService = armyService; _stockService = stockService; _laboratoryService = laboratoryService; _currentInnovationService = currentInnovationService; _squadService = squadService; _gameService = gameService; }
public ArmyViewModel( IBaseService baseService, IArmyService armyService, ISettingsService settingsService, IEventAggregator eventAggregator ) : base(baseService) { _baseService = baseService; _armyService = armyService; _settingsService = settingsService; _eventAggregator = eventAggregator; TabName = "Arme"; BoundToResidentEventHandler = new CustomDelegateCommand(ExecuteBoundToResidentEventHandler, o => true); _eventAggregator.GetEvent <NewFiefLoadedEvent>().Subscribe(ExecuteNewFiefLoadedEvent); }
/// <summary> /// Инициализация структур. /// </summary> public GameService(IArmyService army_service, IPlatoonService platoon_service) { _armyService = army_service; _platoonService = platoon_service; }
public ArmiesController(ICastleService castleService, IArmyService armyService) { _castleService = castleService; _armyService = armyService; }
public UnitsController(IArmyService armyService) { this.armyService = armyService; }
public ArmyController(IArmyService armyService) { _armyService = armyService; }
public AttacksController(IArmyService armyService, IGameService gameService) { this.armyService = armyService; this.gameService = gameService; }
public ReadWriteService(IGameService game_service, IArmyService army_service, IPlatoonService platoon_service) { _platoonService = platoon_service; _armyService = army_service; _gameService = game_service; }