public void InjectDependencies( ITechCanon techCanon, ICivilizationYieldLogic yieldLogic, DiContainer container ) { TechCanon = techCanon; YieldLogic = yieldLogic; Container = container; }
public void InjectDependencies( ISocialPolicyCostLogic policyCostLogic, ICivilizationYieldLogic yieldLogic, [Inject(Id = "Available Policy Trees")] IEnumerable <IPolicyTreeDefinition> availablePolicyTrees, CivilizationSignals civSignals, DiContainer container ) { PolicyCostLogic = policyCostLogic; YieldLogic = yieldLogic; AvailablePolicyTrees = availablePolicyTrees; CivSignals = civSignals; Container = container; }
public void InjectDependencies( ICivilizationYieldLogic yieldLogic, ITechCanon techCanon, CivilizationSignals signals, IGreatPersonCanon greatPersonCanon, IGreatPersonFactory greatPersonFactory, IGoldenAgeCanon goldenAgeCanon, ICivilizationHappinessLogic civHappinessLogic ) { YieldLogic = yieldLogic; TechCanon = techCanon; Signals = signals; GreatPersonCanon = greatPersonCanon; GreatPersonFactory = greatPersonFactory; GoldenAgeCanon = goldenAgeCanon; CivHappinessLogic = civHappinessLogic; TechQueue = new Queue <ITechDefinition>(); }
public void InjectDependencies(ICivilizationYieldLogic yieldLogic) { YieldLogic = yieldLogic; }
public void InjectDependencies(ICivilizationYieldLogic yieldLogic, ITechCanon techCanon) { YieldLogic = yieldLogic; TechCanon = techCanon; }