public House(IWood wood, IBuilder builder, ITownHall townHall, IWorkerService workerService, IStoryService storyService) { _wood = wood; _builder = builder; _townHall = townHall; _workerService = workerService; _storyService = storyService; _timer = new Timer(InhabitantsCallback, null, 30_000, 30_000); }
public GatherWoodButton(ApplicationState state, IStoryService storyService, IWood wood) : base(state) { _storyService = storyService; _wood = wood; IsVisible = true; IsClickable = true; Title = "gather wood"; Cooldown = 20_000; }
public StoryButton(ApplicationState state, IStoryService storyService, IWood wood) : base(state) { _storyService = storyService; _wood = wood; IsVisible = true; IsClickable = true; Title = "search wood"; Cooldown = 5_000; }
public TownHall(IWood wood, IBuilder builder, IVisibilityService visibilityService, IStoryService storyService, IHyperState hyperState, IBuilder builder1) : base(builder1, hyperState) { _wood = wood; _builder = builder; _visibilityService = visibilityService; _storyService = storyService; BuildTime = 50_000; }
public House(IWood wood, IBuilder builder, ITownHall townHall, IWorkerService workerService, IStoryService storyService, IHyperState hyperState) : base(builder, hyperState) { _wood = wood; _builder = builder; _townHall = townHall; _workerService = workerService; _storyService = storyService; BuildTime = 30_000; HyperState.OnChange += HyperStateOnOnChange; _timer = new Timer(InhabitantsCallback, null, 30_000 / HyperState.DivideBy, 30_000 / HyperState.DivideBy); }
public TownHall(IWood wood, IBuilder builder, IVisibilityService visibilityService) { _wood = wood; _builder = builder; _visibilityService = visibilityService; }
public WoodGatherer(IWood wood, IHyperState hyperState) : base(hyperState, wood) { Name = "Wood Gatherer"; }
public Boat(IWood wood, ISteel steel) { }
public WoodGatherer(IWood wood) : base(wood) { Name = "Wood Gatherer"; }
public Door(IWood wood) { _wood = wood; }