private GameController( Field field, PlayerTurnSignal playerTurnSignal, EnemyTurnSignal enemyTurnSignal, WaitForPlayerTurnSignal waitForPlayerTurnSignal, WaitForEnemyTurnSignal waitForEnemyTurnSignal, AttackTurnAction.Factory attackPerformerFactory, SceneLauncher sceneLauncher, IVictoryCondition victoryCondition, ILossCondtion lossCondtion) { this.field = field; this.playerTurnSignal = playerTurnSignal; this.enemyTurnSignal = enemyTurnSignal; this.waitForPlayerTurnSignal = waitForPlayerTurnSignal; this.waitForEnemyTurnSignal = waitForEnemyTurnSignal; this.attackPerformerFactory = attackPerformerFactory; this.sceneLauncher = sceneLauncher; this.victoryCondition = victoryCondition; this.lossCondtion = lossCondtion; this.turnQueue = new Queue <Character> (); turnQueue.Enqueue(field.Player); foreach (var enemy in field.Enemies) { turnQueue.Enqueue(enemy); } }
private TapPlayerController( TapGesture tapGesture, PlayerTurnSignal playerTurnSignal, IPositionScreenPointMapper positionScreenPointMapper, WaitForPlayerTurnSignal waitForPlayerTurnSignal, Field field, MoveTurnAction.PositionFactory moveTurnActionFactory) { this.tapGesture = tapGesture; this.playerTurnSignal = playerTurnSignal; this.positionScreenPointMapper = positionScreenPointMapper; this.waitForPlayerTurnSignal = waitForPlayerTurnSignal; this.field = field; this.moveTurnActionFactory = moveTurnActionFactory; }
// private float flickError; private FlickPlayerController( [Inject(Id = "Vertical")] FlickGesture verticalFlickGesture, [Inject(Id = "Horizontal")] FlickGesture horizontalFlickGesture, PlayerTurnSignal playerTurnSignal, WaitForPlayerTurnSignal waitForPlayerTurnSignal, Field field, MoveTurnAction.PositionFactory moveTurnActionFactory) { this.verticalFlickGesture = verticalFlickGesture; this.horizontalFlickGesture = horizontalFlickGesture; this.playerTurnSignal = playerTurnSignal; this.waitForPlayerTurnSignal = waitForPlayerTurnSignal; this.moveTurnActionFactory = moveTurnActionFactory; this.player = field.Player; this.field = field; // this.flickError = flickError; }