public EncampmentFactory( IEncampmentLocationCanon encampmentLocationCanon, DiContainer container ) { EncampmentLocationCanon = encampmentLocationCanon; Container = container; }
private void InjectDependencies( IEncampmentLocationCanon encampmentLocationCanon, IEncampmentFactory encampmentFactory ) { EncampmentLocationCanon = encampmentLocationCanon; EncampmentFactory = encampmentFactory; }
public BarbarianComposer( IEncampmentFactory encampmentFactory, IEncampmentLocationCanon encampmentLocationCanon, IHexGrid grid ) { EncampmentFactory = encampmentFactory; EncampmentLocationCanon = encampmentLocationCanon; Grid = grid; }
public EncampmentFeaturePlacer( INoiseGenerator noiseGenerator, [Inject(Id = "Feature Container")] Transform featureContainer, IFeatureConfig config, IEncampmentLocationCanon encampmentLocationCanon ) : base(noiseGenerator, featureContainer) { Config = config; EncampmentLocationCanon = encampmentLocationCanon; }
public BarbarianGuardEncampmentBrain( IUnitPositionCanon unitPositionCanon, IHexGrid grid, IBarbarianConfig barbarianConfig, IEncampmentLocationCanon encampmentLocationCanon, DiContainer container ) { UnitPositionCanon = unitPositionCanon; Grid = grid; BarbarianConfig = barbarianConfig; EncampmentLocationCanon = encampmentLocationCanon; Container = container; }
public BarbarianBePrisonersBrain( IHexGrid grid, IHexPathfinder hexPathfinder, IUnitPositionCanon unitPositionCanon, IEncampmentLocationCanon encampmentLocationCanon, DiContainer container ) { Grid = grid; HexPathfinder = hexPathfinder; UnitPositionCanon = unitPositionCanon; EncampmentLocationCanon = encampmentLocationCanon; Container = container; }
public EncampmentClearingResponder( UnitSignals unitSignals, IPossessionRelationship <ICivilization, IUnit> unitPossessionCanon, IEncampmentLocationCanon encampmentLocationCanon, IEncampmentFactory encampmentFactory, IBarbarianConfig barbarianConfig, ICivModifiers civModifiers ) { unitSignals.EnteredLocation.Subscribe(OnUnitEnteredLocation); UnitPossessionCanon = unitPossessionCanon; EncampmentLocationCanon = encampmentLocationCanon; EncampmentFactory = encampmentFactory; BarbarianConfig = barbarianConfig; CivModifiers = civModifiers; }
public BarbarianSpawningTools( ICivilizationFactory civFactory, IBarbarianConfig barbarianConfig, IEncampmentFactory encampmentFactory, IVisibilityCanon visibilityCanon, IEncampmentLocationCanon encampmentLocationCanon, IHexGrid grid, IRandomizer randomizer ) { CivFactory = civFactory; BarbarianConfig = barbarianConfig; EncampmentFactory = encampmentFactory; VisibilityCanon = visibilityCanon; EncampmentLocationCanon = encampmentLocationCanon; Grid = grid; Randomizer = randomizer; }
public void InjectDependencies( IHexCellSignalLogic signalLogic, IYieldGenerationLogic generationLogic, IPossessionRelationship <ICity, IHexCell> cellPossessionCanon, IPossessionRelationship <IHexCell, IResourceNode> resourceNodePositionCanon, IImprovementLocationCanon improvementLocationCanon, ICellYieldLogic cellResourceLogic, IGameCore gameCore, IVisibilityCanon visibilityCanon, IExplorationCanon explorationCanon, IEncampmentLocationCanon encampmentLocationCanon ) { SignalLogic = signalLogic; GenerationLogic = generationLogic; CellPossessionCanon = cellPossessionCanon; ResourceNodePositionCanon = resourceNodePositionCanon; ImprovementLocationCanon = improvementLocationCanon; CellYieldLogic = cellResourceLogic; GameCore = gameCore; VisibilityCanon = visibilityCanon; ExplorationCanon = explorationCanon; EncampmentLocationCanon = encampmentLocationCanon; }