public CombatActionEffect(CombatActionEffectSettings settings, IOffensiveStats stats, Transform ownerTr, int teamId, AuraFactory auraFactory, [Inject(Id = 0)] GameplayEventGameObject targetAddedEvent, [Inject(Id = 1)] GameplayEventGameObject targetRemovedEvent) { /** * Settings : */ _isHealing = settings.IsHealing; _powerRatio = settings.PowerRatio; _maximumTargets = settings.MaximumTargets; _targetSystem = settings.TargetSystemToUse; _searchType = settings.ValidTargets; _vfx = settings.VFX; _auraType = settings.AuraToApply; /** * Client : */ _stats = stats; _ownerTr = ownerTr; _teamId = teamId; /** * Other: */ _targetRemovedEvent = targetRemovedEvent; _targetAddedEvent = targetAddedEvent; _auraFactory = auraFactory; }
public void Construct([Inject(Id = 2)] GameplayEventGameObject objectSelectedEvent, int teamId) { _objectSelectedEvent = objectSelectedEvent; _teamId = teamId; }