internal DamageManipulation(Vector2 size, Vector2 position, IAbilityManager abilityManager) : base(size, position) { //foreach (var unitManagerUnit in abilityManager.LocalTeam.UnitManager.Units) //{ // this.entries.Add(new DamageManipulationEntry(unitManagerUnit.Value)); //} foreach (var abilityManagerTeam in abilityManager.Teams) { abilityManagerTeam.UnitManager.UnitAdded.Subscribe( new DataObserver <IAbilityUnit>( unit => { this.entries.Add(new DamageManipulationEntry(unit) { Size = this.Size }); this.UpdatePosition(); })); } // this.entry = new DamageManipulationEntry(this.localHero); // this.entry.Size = this.Size; // this.UpdatePosition(); }
public void OnAttach(IUnit unit) { abilities = unit.Abilities; if (abilities == null) { Debug.LogWarning($"Action attached to unit with null {nameof(IAbilityManager)}"); } }
public Units(Vector2 size, Vector2 position, IAbilityManager abilityManager) : base(size, position) { foreach (var abilityTeam in abilityManager.Teams) { this.teamEntries.Add(new TeamEntry(abilityTeam, this)); } this.UpdatePosition(); }
public Debugger( IPathfinder pathfinder, IMainMenu menu, IAbilityManager abilityManager, IActionManager actionManager) { this.pathfinder = (Pathfinder)pathfinder; this.settings = menu.Debug; this.abilityManager = abilityManager; this.actionManager = actionManager; }
public EvadeModeManager( IAbilityManager abilityManager, IPathfinder pathfinder, IActionManager actionManager, IMainMenu menu) { this.eventManager = Context9.AssemblyEventManager; this.abilityManager = abilityManager; this.pathfinder = pathfinder; this.actionManager = actionManager; this.menu = menu; }
public BattleManagerFactory(IAbilityManager abilityManager, IEquipmentManager equipmentManager, IStatusEffectManager statusEffectManager, IRepository <StatusEffect> statusEffectRepo, ICombatAi combatAi) { _abilityManager = abilityManager; _equipmentManager = equipmentManager; _statusEffectManager = statusEffectManager; _statusEffectRepo = statusEffectRepo; _combatAi = combatAi; }
public IdpPostModelController(IPostAbilityManager postAbilityManager, IAbilityManager abilityManager, IPostManager postManager, IAbilityCategoryManager categoryManager, IAbilityLevelManager levelManager, IDeptManager deptManager) { _postAbilityManager = postAbilityManager; _abilityManager = abilityManager; _postManager = postManager; _deptManager = deptManager; _categoryManager = categoryManager; _levelManager = levelManager; }
public AbilityManagerUserInterface(Vector2 position, Vector2 size, IAbilityManager abilityManager) { AbilityBootstrapper.ComposeParts(this); this.units = new Units(size, position, abilityManager); this.window = new Window(size, position, "Ability# Manager", this.units); var menu = new Menu("AbilityManagerUI", this.MainMenuManager.Value.MainMenu.Name + "abilityManagerUi"); var enable = new ObservableMenuItem <bool>(menu.Name + "enable", "Enable"); menu.AddItem(enable.SetValue(false)); enable.Provider.Subscribe(new DataObserver <bool>(b => { this.window.Visible = b; })); this.MainMenuManager.Value.MainMenu.SettingsMenu.AddSubMenu(menu); Game.OnWndProc += this.Game_OnWndProc; Drawing.OnDraw += this.Drawing_OnDraw; }
public AbilityManageController(IAbilityCategoryManager abilityCategoryManager, IAbilityManager abilityManager, IAbilityLevelManager abilityLevelManager, IPromotionWayManager promotionWayManager, IPostAbilityManager postAbilityManager, IPromotionApplyService promotionApplyService, IPostManager postManager) { _abilityCategoryManager = abilityCategoryManager; _abilityManager = abilityManager; _abilityLevelManager = abilityLevelManager; _promotionWayManager = promotionWayManager; _postAbilityManager = postAbilityManager; _promotionApplyService = promotionApplyService; _postManager = postManager; }
internal AbilityManagerUserInterface(Vector2 position, Vector2 size, IAbilityManager abilityManager) { AbilityBootstrapper.ComposeParts(this); // this.units = new Units(size, position, abilityManager); this.units = new DamageManipulation(size, position, abilityManager); this.window = new Window(size, position, "Ability# Manager", this.units); var menu = new Menu("AbilityManagerUI", this.MainMenuManager.Value.MainMenu.Name + "abilityManagerUi"); var enable = new ObservableMenuItem <bool>(menu.Name + "enable", "Enable"); menu.AddItem(enable.SetValue(false)); var subbed = false; enable.Provider.Subscribe( new DataObserver <bool>( b => { this.window.Visible = b; if (!b) { if (!subbed) { return; } subbed = false; Game.OnWndProc -= this.Game_OnWndProc; Drawing.OnDraw -= this.Drawing_OnDraw; } else { if (subbed) { return; } subbed = true; Game.OnWndProc += this.Game_OnWndProc; Drawing.OnDraw += this.Drawing_OnDraw; } })); this.MainMenuManager.Value.MainMenu.SettingsMenu.AddSubMenu(menu); Game.OnWndProc += this.Game_OnWndProc; Drawing.OnDraw += this.Drawing_OnDraw; }
public BattleManager(IAbilityManager abilityManager, IEquipmentManager equipmentManager, IStatusEffectManager statusEffectManager, IRepository <StatusEffect> statusEffectRepo, ICombatAi combatAi) { _abilityManager = abilityManager; _equipmentManager = equipmentManager; _statusEffectManager = statusEffectManager; _statusEffectRepo = statusEffectRepo; _combatAi = combatAi; _seed = new Random(); _timer = new Timer(); _timer.AutoReset = false; _timer.Interval = GameplayConstants.EndOfTurnDelayInSeconds; _timer.Elapsed += (sender, args) => StartTurn(); }
public UserAbilityController(IAbilityManager abilityManager, IPromotionWayManager promotionWayManager, IPostAbilityManager postAbilityManager, IPromotionApplyService promotionApplyService, IExaminationManager examinationManager, IExampaperManager exampaperManager, IApproveWayManager approveWayManager, IPostManager postManager, IPostLearnRecordManager postLearnRecordManager) { _abilityManager = abilityManager; _promotionWayManager = promotionWayManager; _postAbilityManager = postAbilityManager; _promotionApplyService = promotionApplyService; _examinationManager = examinationManager; _exampaperManager = exampaperManager; _approveWayManager = approveWayManager; _postManager = postManager; _postLearnRecordManager = postLearnRecordManager; }