public ShopPurchaseMessageHandler(IShopItemDataStore shopItemDataStore, IItemPartDataStore itemPartDataStore, ICharacterBuilder characterBuilder, IUnitOfWorkFactory unitOfWorkFactory)
 {
     _shopItemDataStore = shopItemDataStore;
     _itemPartDataStore = itemPartDataStore;
     _characterBuilder  = characterBuilder;
     _unitOfWorkFactory = unitOfWorkFactory;
 }
 public static ICharacter Construct(ICharacterBuilder builder)
 {
     builder.AddCharacterAttr();
     builder.AddGameObject();
     builder.AddInCharacterSystem();
     return(builder.GetResult());
 }
示例#3
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 public DestinyDeckBuilder(ICardDefinitionConverter cardDefinitionService, IBattlefieldBuilder battleFieldBuilder,
                           IPlayableCardBuilder playableCardBuilder, ICharacterBuilder characterBuilder)
 {
     _cardDefinitionService = cardDefinitionService;
     _characterBuilder      = characterBuilder;
     _playableCardBuilder   = playableCardBuilder;
     _battleFieldBuilder    = battleFieldBuilder;
 }
示例#4
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 //建造流程
 public void construct(ICharacterBuilder characterBuilder)
 {
     characterBuilder.loadAsset();
     characterBuilder.setCharacterAttr();
     characterBuilder.setWeapon();
     characterBuilder.setAI();
     characterBuilder.setSteerings();
     characterBuilder.setSensors();
 }
示例#5
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 public ICharacter Construct(ICharacterBuilder builder)
 {
     builder.AddCharacterGO();
     builder.AddAttr();
     builder.SetRoad();
     builder.SetType();
     builder.SetTargets();
     builder.AddInCharacterSys();
     return(builder.GetResult());
 }
    // 建立
    public void Construct(ICharacterBuilder theBuilder)
    {
        // 利用Builder产生各部份加入Product中
        theBuilder.LoadAssetGameObject();
        theBuilder.AddOnClickScript();
        theBuilder.SetCharacterAttr();
        theBuilder.AddAI();

        // 加入管理器內
        theBuilder.AddCharacterSystem(m_GameManage);
    }
	// 建立 
	public void Construct(ICharacterBuilder theBuilder)
	{
		// 利用Builder產生各部份加入Product中
		theBuilder.LoadAsset( ++m_GameObjectID );
		theBuilder.AddOnClickScript();
		theBuilder.AddWeapon();
		theBuilder.SetCharacterAttr();
		theBuilder.AddAI();

		// 加入管理器內
		theBuilder.AddCharacterSystem( m_PBDGame );
	}
示例#8
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        // 构建
        public void Construct(ICharacterBuilder theBuilder)
        {
            // 利用Builder产生的各个部分加入Product中
            theBuilder.LoadAsset(++m_GameObjectID);
            theBuilder.AddOnClickScript();
            theBuilder.AddWeapon();
            theBuilder.SetCharacterAttr();
            theBuilder.AddAI();

            // 加入管理器
            theBuilder.AddCharacterSystem(m_RTSGame);
        }
 /// <summary>
 /// 建造方法(流程)
 /// </summary>
 /// <param name="theBuilder"></param>
 public void Construct(ICharacterBuilder theBuilder)
 {
     //加载角色资源
     theBuilder.LoadAsset(++m_GameObjectID);
     //加载武器资源
     theBuilder.SetWeapon();
     //设置属性
     theBuilder.SetCharacterAttr();
     //设置AI
     theBuilder.SetAI();
     // 加入管理器
     theBuilder.AddCharacterSystem(m_GM);
 }
示例#10
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 public void SetCharacterSelected(int playerId, ICharacterBuilder charSelected)
 {
     selectedFGChars.Add(playerId, charSelected);
 }
 public CharacterSeed(ICharacterBuilder characterBuilder)
 {
     _characterBuilder = characterBuilder;
 }
示例#12
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 public ReserveCharacterMessageHandler(ICharacterBuilder characterBuilder)
 {
     _characterBuilder = characterBuilder;
 }
示例#13
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 public FightingGameCharacter Build(ICharacterBuilder charBuilder)
 {
     currFGChar = charBuilder.CreateCharacter(services);
     charBuilder.Build(services);
     return(currFGChar);
 }
示例#14
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 public CharacterCreator(ICharacterBuilder characterBuilder)
 {
     CharacterBuilder = characterBuilder;
 }
 public CharacterBuilderDisplay(AbstractCharacter character)
 {
     Builder = new HumanBuilder(character);
     InitKeyAssociations();
 }
 public CharacterBuilderDisplay()
 {
     Builder = new HumanBuilder();
     InitKeyAssociations();
 }