public PlacidState( IPlacidController placidController, ILifeController lifeController) { _placidController = placidController; _lifeController = lifeController; }
private LifeController GetControllerMock(ILifeController ilcon) { var lcon = Substitute.For <LifeController>(); lcon.SetLifeController(ilcon); return(lcon); }
public WaveEventRaiser(IBaseActionController baseActionController, ILifeController lifeController) { _baseActionController = baseActionController; _lifeController = lifeController; _subscribers = new Dictionary <IPositional, Action>(); UpdateActivation(); }
public GameModel (IPlayer player, IBallController ballController, IInputController input, ILevelConfiguration levelConfiguration, IControllerConfig controllerConfig, IGameCicle gameCicle, IBonusManager bonusManager, IFactory <Vector3, IBlock> blockFactory, IScoreController scoreController, ILifeController lifeController) { Player = player; BallController = ballController; Input = input; LevelConfiguration = levelConfiguration; ControllerConfig = controllerConfig; GameCicle = gameCicle; BonusManager = bonusManager; BlockFactory = blockFactory; ScoreController = scoreController; LifeController = lifeController; SetListeners(true); GoToStart(); }
public HostileState( IPlacidController placidController, IHostileController hostileController, ILifeController lifeController) { _placidController = placidController; _hostileController = hostileController; _lifeController = lifeController; }
public UnitEvents( IBaseActionController baseActionController, ILifeController lifeController, IWaveEventRiser waveEventRiser, IPlacidController placidController) { _placidController = placidController; _baseActionController = baseActionController; _lifeController = lifeController; _waveEventRiser = waveEventRiser; SubscribeOnEvents(); }
public EnemyController( IPeacefulBehaviour peacefulBehaviour, IAgressiveBehaviour agressiveBehaviour, IOccupatedPossitionsMap occupatedPossitionsMap, IStateControllerExternal stateController, ILifeController lifeController, IUnitEvents unitEvents, IUnitInfoExternal unitInfoExternal ) : base(occupatedPossitionsMap, unitEvents, stateController, lifeController, unitInfoExternal) { _peacefulBehaviour = peacefulBehaviour; _agressiveBehaviour = agressiveBehaviour; _occupatedPossitionsMap = occupatedPossitionsMap; Initialize(); }
public PlayerController( IGameEvents gameEvents, IEventDispatcher eventDispatcher, IUnitSettings unitSettings, IOccupatedPossitionsMap occupatedPossitionsMap, IStateControllerExternal stateController, ILifeController lifeController, IUnitEvents unitEvents, IUnitInfoExternal unitInfo ) : base(occupatedPossitionsMap, unitEvents, stateController, lifeController, unitInfo) { _gameEvents = gameEvents; _eventDispatcher = eventDispatcher; _unitSettings = unitSettings; Initialize(); }
public OneUnitController( IOccupatedPossitionsMap occupatedPossitionsMap, IUnitEvents unitEvents, IStateControllerExternal stateController, ILifeController lifeController, IUnitInfoExternal unitInfoExternal) { _occupatedPossitionsMap = occupatedPossitionsMap; _unitEvents = unitEvents; _unitInfoExternal = unitInfoExternal; _stateController = stateController; _lifeController = lifeController; _occupatedPossitionsMap.AddUnit(this); _unitEvents.HealthEnded += HealthEndedHandler; _unitEvents.DieComplete += DieCompleteHandler; _lifeController.HealthEnded += HealthEndedHandler; }
public void SetLifeController(ILifeController ilcon) { this.ilcon = ilcon; }
[SetUp] public void Init() { this.ilcon = GetEffectMock(); this.lcon = GetControllerMock(ilcon); }