public ChestGenerator(ISchemeService schemeService, IDropResolver dropResolver, IPropContainerManager propContainerManager, IChestGeneratorRandomSource chestGeneratorRandomSource) { _schemeService = schemeService; _dropResolver = dropResolver; _propContainerManager = propContainerManager; _chestGeneratorRandomSource = chestGeneratorRandomSource; }
/// <summary> /// Создаёт экземпляр <see cref="MonsterGenerator"/>. /// </summary> /// <param name="schemeService"> Сервис схем. </param> /// <param name="generatorRandomSource"> Источник рандома для генератора. </param> /// <param name="actorManager"> Менеджер актёров, в который размещаются монстры. </param> public MonsterGenerator(ISchemeService schemeService, IMonsterGeneratorRandomSource generatorRandomSource, IActorManager actorManager, IPropContainerManager propContainerManager) { _schemeService = schemeService; _generatorRandomSource = generatorRandomSource; _actorManager = actorManager; _propContainerManager = propContainerManager; }
public SectorFactory(IActorManager actorManager, IPropContainerManager propContainerManager, IDropResolver dropResolver, ISchemeService schemeService, IEquipmentDurableService equipmentDurableService) { _actorManager = actorManager ?? throw new ArgumentNullException(nameof(actorManager)); _propContainerManager = propContainerManager ?? throw new ArgumentNullException(nameof(propContainerManager)); _dropResolver = dropResolver ?? throw new ArgumentNullException(nameof(dropResolver)); _schemeService = schemeService ?? throw new ArgumentNullException(nameof(schemeService)); _equipmentDurableService = equipmentDurableService; }
public TestEmptySectorGenerator(IActorManager actorManager, IPropContainerManager propContainerManager, IDropResolver dropResolver, ISchemeService schemeService, IMapFactory mapFactory, IEquipmentDurableService equipmentDurableService) { _actorManager = actorManager; _propContainerManager = propContainerManager; _dropResolver = dropResolver; _schemeService = schemeService; _mapFactory = mapFactory; _equipmentDurableService = equipmentDurableService; }
public SectorProceduralGenerator(IActorManager actorManager, IPropContainerManager propContainerManager, ISectorGeneratorRandomSource randomSource, IBotPlayer botPlayer, ISchemeService schemeService, IDropResolver dropResolver) { _actorManager = actorManager; _propContainerManager = propContainerManager; _randomSource = randomSource; _botPlayer = botPlayer; _schemeService = schemeService; _dropResolver = dropResolver; Log = new StringBuilder(); }
public Sector(IMap map, IActorManager actorManager, IPropContainerManager propContainerManager, IDropResolver dropResolver, ISchemeService schemeService) { _actorManager = actorManager; _propContainerManager = propContainerManager; _dropResolver = dropResolver; _schemeService = schemeService; _actorManager.Added += ActorManager_Added; _propContainerManager.Added += PropContainerManager_Added; _propContainerManager.Removed += PropContainerManager_Remove; Map = map ?? throw new ArgumentException("Не передана карта сектора.", nameof(map)); PatrolRoutes = new Dictionary <IActor, IPatrolRoute>(); }
public LootDetectedTrigger(IPropContainerManager propContainerManager, ISectorManager sectorManager) { _propContainerManager = propContainerManager; _map = sectorManager.CurrentSector.Map; }