internal BlueprintService(IDefinitionsRepository definitionsRepository, ILoadableResource <XDocument> blueprintResource)
        {
            _definitionsRepository = definitionsRepository;

            try
            {
                Blueprint             = blueprintResource.Load();
                _blueprintDataContext = new BlueprintDataContext(XElement.Parse(Blueprint.ToString()));
            }
            catch (Exception e)
            {
                throw new Exception("Blueprint cannot be loaded. This is probably because the game changed, and this app became incompatible with the blueprint files.", e);
            }

            SetBlueprintInfo();
        }
示例#2
0
 public FakeGridCommandHandler(IBlueprintDataContext dataContext) : base(dataContext)
 {
 }
 public GetGridMassQueryHandler(IDefinitionsRepository definitions, IBlueprintDataContext dataContext) : base(definitions, dataContext)
 {
 }
示例#4
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 public RemoveAllBlockDamageCommandHandler(IBlueprintDataContext dataContext) : base(dataContext)
 {
 }
示例#5
0
 public RemoveDeformationsCommandHandler(IBlueprintDataContext dataContext) : base(dataContext)
 {
 }
示例#6
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 public CompleteAllBlocksCommandHandler(IBlueprintDataContext dataContext) : base(dataContext)
 {
 }
示例#7
0
        // TODO: Implement support for cross-cutting concerns, e.g. logging

        public CommandHandlerBase(IBlueprintDataContext dataContext)
        {
            _dataContext = dataContext;
        }
 public GridCommandHandlerBase(IBlueprintDataContext dataContext) : base(dataContext)
 {
 }
示例#9
0
 public QueryHandlerBase(IDefinitionsRepository definitions, IBlueprintDataContext dataContext)
 {
     _dataContext = dataContext;
     _definitions = definitions;
 }