public void InjectDependencies( IMapComposer mapComposer, IFileSystemLiaison fileSystemLiaison ) { MapComposer = mapComposer; FileSystemLiaison = fileSystemLiaison; }
public MapGenerator( IMapGenerationConfig config, ICivilizationFactory civFactory, IHexGrid grid, IOceanGenerator oceanGenerator, IGridTraversalLogic gridTraversalLogic, IStartingUnitPlacementLogic startingUnitPlacementLogic, IPlayerFactory playerFactory, IGridPartitionLogic gridPartitionLogic, IWaterRationalizer waterRationalizer, IHomelandGenerator homelandGenerator, ITemplateSelectionLogic templateSelectionLogic, ICellClimateLogic cellClimateLogic, ISectionSubdivisionLogic subdivisionLogic, ICivilizationConfig civConfig, IBrainPile brainPile, IMapComposer mapComposer, [Inject(Id = "Coroutine Invoker")] MonoBehaviour coroutineInvoker ) { Config = config; CivFactory = civFactory; Grid = grid; OceanGenerator = oceanGenerator; StartingUnitPlacementLogic = startingUnitPlacementLogic; PlayerFactory = playerFactory; GridPartitionLogic = gridPartitionLogic; WaterRationalizer = waterRationalizer; HomelandGenerator = homelandGenerator; TemplateSelectionLogic = templateSelectionLogic; CellClimateLogic = cellClimateLogic; SubdivisionLogic = subdivisionLogic; CivConfig = civConfig; BrainPile = brainPile; MapComposer = mapComposer; CoroutineInvoker = coroutineInvoker; }
public void InjectDependencies( IMapComposer mapComposer, IFileSystemLiaison fileSystemLiaison, [Inject(Id = "UI Animator")] Animator uiAnimator ) { MapComposer = mapComposer; FileSystemLiaison = fileSystemLiaison; UIAnimator = uiAnimator; }
public void InjectDependencies( UIStateMachineBrain brain, IMapComposer mapComposer, IVisibilityResponder visibilityResponder, IVisibilityCanon visibilityCanon, IExplorationCanon explorationCanon, IGameCore gameCore, IUnitMapIconManager unitMapIconManager, List <IPlayModeSensitiveElement> playModeSensitiveElements ) { Brain = brain; MapComposer = mapComposer; VisibilityResponder = visibilityResponder; VisibilityCanon = visibilityCanon; ExplorationCanon = explorationCanon; GameCore = gameCore; UnitMapIconManager = unitMapIconManager; PlayModeSensitiveElements = playModeSensitiveElements; }
public void InjectDependencies( UIStateMachineBrain brain, IHexGrid grid, IMapComposer mapComposer, ICivilizationFactory civFactory, IPlayerFactory playerFactory, IVisibilityResponder visibilityResponder, IVisibilityCanon visibilityCanon, IExplorationCanon explorationCanon, List <IPlayModeSensitiveElement> playModeSensitiveElements, ICivilizationConfig civConfig, IBrainPile brainPile, IUnitMapIconManager unitMapIconManager ) { Brain = brain; Grid = grid; MapComposer = mapComposer; CivFactory = civFactory; PlayerFactory = playerFactory; VisibilityResponder = visibilityResponder; VisibilityCanon = visibilityCanon; ExplorationCanon = explorationCanon; PlayModeSensitiveElements = playModeSensitiveElements; CivConfig = civConfig; BrainPile = brainPile; UnitMapIconManager = unitMapIconManager; }
public void InjectDependencies(IMapComposer mapComposer) { MapComposer = mapComposer; }