public void InjectDependencies(
     List <UnitDisplayBase> displaysToManage,
     UIStateMachineBrain brain,
     ICombatExecuter combatExecuter,
     IUnitAttackOrderLogic attackOrderLogic,
     IUnitPositionCanon unitPositionCanon,
     IHexPathfinder hexPathfinder,
     ICellPathDrawer pathDrawer,
     CitySignals citySignals,
     UnitSignals unitSignals,
     HexCellSignals cellSignals,
     IHexCellOverlayManager overlayManager,
     [Inject(Id = "Combat Summary Display")] CombatSummaryDisplay combatSummaryDisplay,
     IPossessionRelationship <IHexCell, ICity> cityLocationCanon
     )
 {
     DisplaysToManage     = displaysToManage;
     Brain                = brain;
     CombatExecuter       = combatExecuter;
     AttackOrderLogic     = attackOrderLogic;
     UnitPositionCanon    = unitPositionCanon;
     HexPathfinder        = hexPathfinder;
     PathDrawer           = pathDrawer;
     CitySignals          = citySignals;
     UnitSignals          = unitSignals;
     CellSignals          = cellSignals;
     OverlayManager       = overlayManager;
     CombatSummaryDisplay = combatSummaryDisplay;
     CityLocationCanon    = cityLocationCanon;
 }
 public void InjectDependencies(
     ICombatEstimator combatEstimator, IUnitPositionCanon unitPositionCanon
     )
 {
     CombatEstimator   = combatEstimator;
     UnitPositionCanon = unitPositionCanon;
 }
Пример #3
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 public BarbarianBrainFilterLogic(
     IUnitPositionCanon unitPositionCanon, ICombatExecuter combatExecuter
     )
 {
     UnitPositionCanon = unitPositionCanon;
     CombatExecuter    = combatExecuter;
 }
Пример #4
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 public ClearVegetationAbilityHandler(
     IUnitPositionCanon unitPositionCanon, ICellModificationLogic cellModificationLogic
     )
 {
     UnitPositionCanon     = unitPositionCanon;
     CellModificationLogic = cellModificationLogic;
 }
Пример #5
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 public UnitGarrisonLogic(
     IPossessionRelationship <IHexCell, ICity> cityLocationCanon,
     IUnitPositionCanon unitPositionCanon
     )
 {
     CityLocationCanon = cityLocationCanon;
     UnitPositionCanon = unitPositionCanon;
 }
Пример #6
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 public BarbarianUtilityLogic(
     IUnitPositionCanon unitPositionCanon, IHexGrid grid, IBarbarianConfig barbarianCOnfig
     )
 {
     UnitPositionCanon = unitPositionCanon;
     Grid            = grid;
     BarbarianConfig = barbarianCOnfig;
 }
 public BarbarianAvailableUnitsLogic(
     IBarbarianConfig barbarianConfig, IUnitPositionCanon unitPositionCanon,
     ICivilizationFactory civFactory
     )
 {
     BarbarianConfig   = barbarianConfig;
     UnitPositionCanon = unitPositionCanon;
     CivFactory        = civFactory;
 }
 public CityCombatModifierLogic(
     IUnitPositionCanon unitPositionCanon, ICityModifiers cityModifiers,
     IPossessionRelationship <IHexCell, ICity> cityLocationCanon
     )
 {
     UnitPositionCanon = unitPositionCanon;
     CityModifiers     = cityModifiers;
     CityLocationCanon = cityLocationCanon;
 }
        public MoveUnitCommand(
            IHexPathfinder hexPathfinder, IUnitPositionCanon unitPositionCanon
            )
        {
            HexPathfinder     = hexPathfinder;
            UnitPositionCanon = unitPositionCanon;

            Status = CommandStatus.NotStarted;
        }
Пример #10
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        public UnitResponder(UnitSignals signals, IUnitPositionCanon unitPositionCanon,
                             IPossessionRelationship <ICivilization, IUnit> unitPossessionCanon
                             )
        {
            UnitPositionCanon   = unitPositionCanon;
            UnitPossessionCanon = unitPossessionCanon;

            signals.BeingDestroyed.Subscribe(OnUnitBeingDestroyed);
        }
Пример #11
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 private void InjectDependencies(
     IUnitPositionCanon unitPositionCanon, IHexGrid grid,
     IPossessionRelationship <ICivilization, IUnit> unitPossessionCanon
     )
 {
     UnitPositionCanon = unitPositionCanon;
     Grid = grid;
     UnitPossessionCanon = unitPossessionCanon;
 }
 public ImprovementConstructionExecuter(
     IUnitPositionCanon unitPositionCanon, IImprovementLocationCanon improvementLocationCanon,
     IImprovementWorkLogic improvementWorkLogic
     )
 {
     UnitPositionCanon        = unitPositionCanon;
     ImprovementLocationCanon = improvementLocationCanon;
     ImprovementWorkLogic     = improvementWorkLogic;
 }
Пример #13
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 public DestructionPostCombatResponder(
     IUnitPositionCanon unitPositionCanon, IUnitConfig unitConfig,
     IPossessionRelationship <ICivilization, IUnit> unitPossessionCanon
     )
 {
     UnitPositionCanon   = unitPositionCanon;
     UnitConfig          = unitConfig;
     UnitPossessionCanon = unitPossessionCanon;
 }
 public RepairAdjacentShipsAbilityHandler(
     IPossessionRelationship <ICivilization, IUnit> unitPossessionCanon,
     IUnitPositionCanon unitPositionCanon, IHexGrid grid
     )
 {
     UnitPossessionCanon = unitPossessionCanon;
     UnitPositionCanon   = unitPositionCanon;
     Grid = grid;
 }
 public BarbarianBrainWeightLogic(
     IHexGrid grid, IUnitPositionCanon unitPositionCanon, IBarbarianConfig barbarianConfig,
     IUnitStrengthEstimator unitStrengthEstimator
     )
 {
     Grid = grid;
     UnitPositionCanon     = unitPositionCanon;
     BarbarianConfig       = barbarianConfig;
     UnitStrengthEstimator = unitStrengthEstimator;
 }
Пример #16
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 public HealingPromotionParser(
     IUnitPositionCanon unitPositionCanon,
     IPossessionRelationship <ICivilization, IUnit> unitPossessionCanon,
     ICivilizationTerritoryLogic civTerritoryLogic
     )
 {
     UnitPositionCanon   = unitPositionCanon;
     UnitPossessionCanon = unitPossessionCanon;
     CivTerritoryLogic   = civTerritoryLogic;
 }
 public UnitStrengthEstimator(
     IUnitUpgradeLogic unitUpgradeLogic, ICivilizationFactory civFactory, IUnitPositionCanon unitPositionCanon,
     IUnitComparativeStrengthEstimator comparativeStrengthEstimator
     )
 {
     UnitUpgradeLogic             = unitUpgradeLogic;
     CivFactory                   = civFactory;
     UnitPositionCanon            = unitPositionCanon;
     ComparativeStrengthEstimator = comparativeStrengthEstimator;
 }
Пример #18
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        public UnitRealignmentResponder(
            IUnitPositionCanon unitPositionCanon, [Inject(Id = "Coroutine Invoker")] MonoBehaviour coroutineInvoker,
            MapRenderingSignals mapRenderingSignals
            )
        {
            UnitPositionCanon = unitPositionCanon;
            CoroutineInvoker  = coroutineInvoker;

            mapRenderingSignals.ChunkFinishedRefreshing.Subscribe(OnChunkFinishedRefreshing);
        }
Пример #19
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 public BarbarianPillageBrain(
     IUnitPositionCanon unitPositionCanon, IHexGrid grid, IBarbarianBrainWeightLogic weightLogic,
     IBarbarianUtilityLogic utilityLogic, DiContainer container
     )
 {
     UnitPositionCanon = unitPositionCanon;
     Grid         = grid;
     WeightLogic  = weightLogic;
     UtilityLogic = utilityLogic;
     Container    = container;
 }
 public BarbarianGuardEncampmentBrain(
     IUnitPositionCanon unitPositionCanon, IHexGrid grid, IBarbarianConfig barbarianConfig,
     IEncampmentLocationCanon encampmentLocationCanon, DiContainer container
     )
 {
     UnitPositionCanon = unitPositionCanon;
     Grid                    = grid;
     BarbarianConfig         = barbarianConfig;
     EncampmentLocationCanon = encampmentLocationCanon;
     Container               = container;
 }
 public MeleeAttackValidityLogic(
     IUnitPositionCanon unitPositionCanon, IHexGrid grid, IHexPathfinder hexPathfinder,
     IUnitVisibilityLogic lineOfSightLogic, ICommonAttackValidityLogic commandAttackValidityLogic
     )
 {
     UnitPositionCanon = unitPositionCanon;
     Grid                      = grid;
     HexPathfinder             = hexPathfinder;
     LineOfSightLogic          = lineOfSightLogic;
     CommonAttackValidityLogic = commandAttackValidityLogic;
 }
Пример #22
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 public CombatAuraLogic(
     IUnitConfig unitConfig, IUnitPositionCanon unitPositionCanon,
     IPossessionRelationship <ICivilization, IUnit> unitPossessionCanon,
     IHexGrid grid
     )
 {
     UnitConfig          = unitConfig;
     UnitPositionCanon   = unitPositionCanon;
     UnitPossessionCanon = unitPossessionCanon;
     Grid = grid;
 }
 public BarbarianBePrisonersBrain(
     IHexGrid grid, IHexPathfinder hexPathfinder, IUnitPositionCanon unitPositionCanon,
     IEncampmentLocationCanon encampmentLocationCanon, DiContainer container
     )
 {
     Grid                    = grid;
     HexPathfinder           = hexPathfinder;
     UnitPositionCanon       = unitPositionCanon;
     EncampmentLocationCanon = encampmentLocationCanon;
     Container               = container;
 }
Пример #24
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 public StartingUnitPlacementLogic(
     IHexGrid grid, IUnitFactory unitFactory, ICellScorer cellScorer,
     IUnitPositionCanon unitPositionCanon, ICityConfig cityConfig
     )
 {
     Grid              = grid;
     UnitFactory       = unitFactory;
     CellScorer        = cellScorer;
     UnitPositionCanon = unitPositionCanon;
     CityConfig        = cityConfig;
 }
Пример #25
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        public CivDiscoveryResponder(
            IUnitPositionCanon unitPositionCanon, ICivDiscoveryCanon civDiscoveryCanon,
            IPossessionRelationship <ICivilization, IUnit> unitPossessionCanon,
            VisibilitySignals visibilitySignals
            )
        {
            UnitPositionCanon   = unitPositionCanon;
            CivDiscoveryCanon   = civDiscoveryCanon;
            UnitPossessionCanon = unitPossessionCanon;

            visibilitySignals.CellBecameExploredByCiv.Subscribe(OnCellBecameExploredByCiv);
        }
 public void InjectDependencies(
     UnitEditingPanel unitEditingPanel, UIStateMachineBrain brain,
     IUnitPositionCanon unitPositionCanon, UnitSignals unitSignals,
     HexCellSignals cellSignals
     )
 {
     UnitEditingPanel  = unitEditingPanel;
     Brain             = brain;
     UnitPositionCanon = unitPositionCanon;
     UnitSignals       = unitSignals;
     CellSignals       = cellSignals;
 }
 public HurryProductionAbilityHandler(
     IPossessionRelationship <IHexCell, ICity> cityLocationCanon, IUnitPositionCanon unitPositionCanon,
     ICityConfig cityConfig, IPossessionRelationship <ICivilization, IUnit> unitPossessionCanon,
     IPossessionRelationship <ICivilization, ICity> cityPossessionCanon
     )
 {
     CityLocationCanon   = cityLocationCanon;
     UnitPositionCanon   = unitPositionCanon;
     CityConfig          = cityConfig;
     UnitPossessionCanon = unitPossessionCanon;
     CityPossessionCanon = cityPossessionCanon;
 }
Пример #28
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 public FoundCityAbilityHandler(ICityValidityLogic cityValidityLogic,
                                IUnitPositionCanon unitPositionCanon, ICityFactory cityFactory,
                                IPossessionRelationship <ICivilization, IUnit> unitOwnershipCanon,
                                IPossessionRelationship <ICivilization, ICity> cityPossessionCanon
                                )
 {
     CityValidityLogic   = cityValidityLogic;
     UnitPositionCanon   = unitPositionCanon;
     CityFactory         = cityFactory;
     UnitOwnershipCanon  = unitOwnershipCanon;
     CityPossessionCanon = cityPossessionCanon;
 }
 public PillageAbilityHandler(
     IUnitPositionCanon unitPositionCanon, IImprovementLocationCanon improvementLocationCanon,
     ICivilizationTerritoryLogic civTerritoryLogic, IWarCanon warCanon,
     IPossessionRelationship <ICivilization, IUnit> unitPossessionCanon
     )
 {
     UnitPositionCanon        = unitPositionCanon;
     ImprovementLocationCanon = improvementLocationCanon;
     CivTerritoryLogic        = civTerritoryLogic;
     WarCanon            = warCanon;
     UnitPossessionCanon = unitPossessionCanon;
 }
Пример #30
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        public void InjectDependencies(
            IUnitConfig config, UnitSignals signals, IUnitPositionCanon positionCanon,
            IHexGrid grid, IPromotionParser promotionParser
            )
        {
            Config          = config;
            Signals         = signals;
            PositionCanon   = positionCanon;
            Grid            = grid;
            PromotionParser = promotionParser;

            signals.GainedNewOwner.Subscribe(OnUnitGainedNewOwner);
        }