Пример #1
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 public void Init(IActorController actorController, IActorInitializer actorInitializer, IUiConfig uiConfig, IGameConfig gameConfig)
 {
     _actorController  = actorController;
     _actorInitializer = actorInitializer;
     _uiConfig         = uiConfig;
     _gameConfig       = gameConfig;
 }
Пример #2
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 public ActionEffectFactory(IGridInfoProvider gridInfoProvider, IEntityDetector entityDetector, IWeaponColorizer weaponColorizer,
                            IUiConfig uiConfig)
 {
     _gridInfoProvider = gridInfoProvider;
     _entityDetector   = entityDetector;
     _weaponColorizer  = weaponColorizer;
     _uiConfig         = uiConfig;
 }
Пример #3
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 public DropItemAction(ActorData actorData, ItemDefinition item, float energyCost, IEntitySpawner entitySpawner,
                       IActionEffectFactory actionEffectFactory, IUiConfig uiConfig)
     : base(actorData, energyCost, actionEffectFactory)
 {
     _item          = item;
     _entitySpawner = entitySpawner;
     _uiConfig      = uiConfig;
 }
Пример #4
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 public void Init(IInputHolder inputHolder, IArrowsVisibilityManager arrowsVisibilityManager,
                  IWeaponColorizer weaponColorizer, IGameContext gameContext, IUiConfig uiConfig)
 {
     _inputHolder             = inputHolder;
     _arrowsVisibilityManager = arrowsVisibilityManager;
     _weaponColorizer         = weaponColorizer;
     _gameContext             = gameContext;
     _uiConfig = uiConfig;
 }
Пример #5
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 public PickUpAction(ActorData actorData, float energyCost, ItemData itemToPickUp, IActionEffectFactory actionEffectFactory,
                     IEntityRemover entityRemover, IUiConfig uiConfig, IGameContext gameContext)
     : base(actorData, energyCost, actionEffectFactory)
 {
     ItemToPickUp   = itemToPickUp;
     _entityRemover = entityRemover;
     _uiConfig      = uiConfig;
     _gameContext   = gameContext;
 }
Пример #6
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 public DeathHandler(IGameConfig gameConfig, IUiConfig uiConfig, IEntityRemover entityRemover, IEntitySpawner entitySpawner,
                     IRandomNumberGenerator rng, IGameContext gameContext)
 {
     _gameConfig    = gameConfig;
     _uiConfig      = uiConfig;
     _entityRemover = entityRemover;
     _entitySpawner = entitySpawner;
     _rng           = rng;
     _gameContext   = gameContext;
 }
Пример #7
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 public PushAction(ActorData actorData, ActorData targetEnemy, float energyCost, IActionEffectFactory actionEffectFactory,
                   IRandomNumberGenerator rng, IGridInfoProvider gridInfoProvider, IEntityDetector entityDetector, IUiConfig uiConfig)
     : base(actorData, energyCost, actionEffectFactory)
 {
     _targetEnemy      = targetEnemy;
     _rng              = rng;
     _gridInfoProvider = gridInfoProvider;
     _entityDetector   = entityDetector;
     _uiConfig         = uiConfig;
 }
Пример #8
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 public MoveEffect(ActorData actorData, Vector2Int previousPosition, IGridInfoProvider gridInfoProvider,
                   IEntityDetector entityDetector, IUiConfig uiConfig)
 {
     ActorData         = actorData;
     PreviousPosition  = previousPosition;
     _gridInfoProvider = gridInfoProvider;
     _entityDetector   = entityDetector;
     _uiConfig         = uiConfig;
     _actorAligner     = new ActorAligner();
 }
Пример #9
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 public AttackAction(ActorData actorData, ActorData attackedActor, float energyCost, IActionEffectFactory actionEffectFactory,
                     IRandomNumberGenerator rng, IDeathHandler deathHandler, bool isDaringBlow, IUiConfig uiConfig, IGameContext gameContext)
     : base(actorData, energyCost, actionEffectFactory)
 {
     _attackedActor = attackedActor;
     _rng           = rng;
     _deathHandler  = deathHandler;
     _isDaringBlow  = isDaringBlow;
     _uiConfig      = uiConfig;
     _gameContext   = gameContext;
 }
Пример #10
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 public NeedHandler(IEntityDetector entityDetector, IGameConfig gameConfig, IUiConfig uiConfig,
                    IDeathHandler deathHandler, IMaxSwordCalculator maxSwordCalculator, IPlayerSpaceResolver playerSpaceResolver, IGameContext gameContext, ITextEffectPresenter textEffectPresenter)
 {
     _entityDetector      = entityDetector;
     _gameConfig          = gameConfig;
     _uiConfig            = uiConfig;
     _deathHandler        = deathHandler;
     _maxSwordCalculator  = maxSwordCalculator;
     _playerSpaceResolver = playerSpaceResolver;
     _gameContext         = gameContext;
     _textEffectPresenter = textEffectPresenter;
 }
Пример #11
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 public MoveAction(ActorData actorData, float energyCost, IActionEffectFactory actionEffectFactory,
                   Vector2Int direction, IGridInfoProvider gridInfoProvider, IEntityDetector entityDetector,
                   IGameContext gameContext, ITextEffectPresenter textEffectPresenter, IUiConfig uiConfig, IDeathHandler deathHandler)
     : base(actorData, energyCost, actionEffectFactory, direction)
 {
     GuardDirection(direction);
     _gridInfoProvider    = gridInfoProvider;
     _entityDetector      = entityDetector;
     _gameContext         = gameContext;
     _textEffectPresenter = textEffectPresenter;
     _uiConfig            = uiConfig;
     _deathHandler        = deathHandler;
 }
Пример #12
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 public PlayerActionResolver(IEntityDetector entityDetector, IInputHolder inputHolder,
                             IActionFactory actionFactory, IArrowsVisibilityManager arrowsVisibilityManager, IWeaponColorizer weaponColorizer,
                             IClearWayBetweenTwoPointsDetector clearWayBetweenTwoPointsDetector, IGameContext gameContext, IUiConfig uiConfig, ITextEffectPresenter textEffectPresenter)
 {
     _entityDetector                   = entityDetector;
     _inputHolder                      = inputHolder;
     _actionFactory                    = actionFactory;
     _arrowsVisibilityManager          = arrowsVisibilityManager;
     _weaponColorizer                  = weaponColorizer;
     _clearWayBetweenTwoPointsDetector = clearWayBetweenTwoPointsDetector;
     _gameContext                      = gameContext;
     _uiConfig            = uiConfig;
     _textEffectPresenter = textEffectPresenter;
 }
Пример #13
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 public UseItemAction(ActorData actorData, ItemDefinition item, bool fromInventory, float energyCost, IEntitySpawner entitySpawner,
                      IUiConfig uiConfig, IActionEffectFactory actionEffectFactory, IEntityDetector entityDetector, IRandomNumberGenerator rng,
                      ITextEffectPresenter textEffectPresenter, IGameContext gameContext, IEntityRemover entityRemover)
     : base(actorData, energyCost, actionEffectFactory)
 {
     _item                = item;
     _fromInventory       = fromInventory;
     _entitySpawner       = entitySpawner;
     _uiConfig            = uiConfig;
     _entityDetector      = entityDetector;
     _rng                 = rng;
     _textEffectPresenter = textEffectPresenter;
     _gameContext         = gameContext;
     _entityRemover       = entityRemover;
 }
Пример #14
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        public void Init(IGameContext gameContext, IGameConfig gameConfig, IUiConfig uiConfig, IPathfinder pathfinder,
                         IRandomNumberGenerator randomNumberGenerator, IGridInfoProvider gridInfoProvider, IEntitySpawner entitySpawner)
        {
            _gameContext      = gameContext;
            _gameConfig       = gameConfig;
            _uiConfig         = uiConfig;
            _pathfinder       = pathfinder;
            _rng              = randomNumberGenerator;
            _gridInfoProvider = gridInfoProvider;
            _entitySpawner    = entitySpawner;

            _caveTiles          = new HashSet <Vector2Int>();
            _processedCaveTiles = new HashSet <Vector2Int>();
            _caveRootsToCaves   = new Dictionary <Vector2Int, HashSet <Vector2Int> >();
        }
Пример #15
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 public ActionFactory(IGridInfoProvider gridInfoProvider, IActionEffectFactory actionEffectFactory,
                      ITextEffectPresenter textEffectPresenter, INeedHandler needHandler, IRandomNumberGenerator randomNumberGenerator,
                      IDeathHandler deathHandler, IEntityRemover entityRemover, IEntityDetector entityDetector, IGameContext gameContext,
                      IEntitySpawner entitySpawner, IUiConfig uiConfig)
 {
     _gridInfoProvider      = gridInfoProvider;
     _actionEffectFactory   = actionEffectFactory;
     _textEffectPresenter   = textEffectPresenter;
     _needHandler           = needHandler;
     _randomNumberGenerator = randomNumberGenerator;
     _deathHandler          = deathHandler;
     _entityRemover         = entityRemover;
     _entityDetector        = entityDetector;
     _gameContext           = gameContext;
     _entitySpawner         = entitySpawner;
     _uiConfig = uiConfig;
 }
Пример #16
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 public void Init(IGameConfig gameConfig, IUiConfig uiConfig)
 {
     _gameConfig = gameConfig;
     _uiConfig   = uiConfig;
 }
Пример #17
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 public void Init(IGameContext gameContext, IUiConfig uiConfig)
 {
     _gameContext = gameContext;
     _uiConfig    = uiConfig;
 }
Пример #18
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 public ArrowsVisibilityManager(IUiConfig uiConfig, IGameContext gameContext)
 {
     _uiConfig = uiConfig;
 }
Пример #19
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 public ActorInitializer(IGridInfoProvider gridInfoProvider, IGameContext gameContext, IUiConfig uiConfig)
 {
     _gridInfoProvider = gridInfoProvider;
     _gameContext      = gameContext;
     _uiConfig         = uiConfig;
 }