public TimeSystem(ISystemContainer systemContainer) { _systemContainer = systemContainer; _eventSystem = systemContainer.EventSystem; _playerSystem = systemContainer.PlayerSystem; _statSystem = systemContainer.StatSystem; }
public FighterSystem(IEntityEngine engine, IMessageSystem messageSystem, IEventSystem eventRuleSystem, ITimeSystem timeSystem, IStatSystem statSystem) { _engine = engine; _messageSystem = messageSystem; _eventRuleSystem = eventRuleSystem; _timeSystem = timeSystem; _statSystem = statSystem; }
public void SetUp() { systemContainer = new SystemContainer(); systemContainer.CreateSystems("seed"); systemContainer.EntityEngine.Initialise(systemContainer); entity = GetTestEntity(); statSystem = systemContainer.StatSystem; }
public GetBaseStatRule(ISystemContainer systemContainer) { _playerSystem = systemContainer.PlayerSystem; _statSystem = systemContainer.StatSystem; _itemSystem = systemContainer.ItemSystem; }