public DefaultMonsterBehavior(IMonsterEntity monster,
                               IOptions <WorldConfiguration> worldConfiguration,
                               IGameResources gameResources,
                               IMobilitySystem mobilitySystem,
                               IBattleSystem battleSystem,
                               IFollowSystem followSystem,
                               IDropSystem dropSystem,
                               IMoverPacketFactory moverPacketFactory)
 {
     _monster            = monster;
     _worldConfiguration = worldConfiguration.Value;
     _gameResources      = gameResources;
     _mobilitySystem     = mobilitySystem;
     _battleSystem       = battleSystem;
     _followSystem       = followSystem;
     _dropSystem         = dropSystem;
     _moverPacketFactory = moverPacketFactory;
 }
示例#2
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 /// <summary>
 /// Creates a new <see cref="DefaultPlayerBehavior"/> instance.
 /// </summary>
 /// <param name="player">Current player.</param>
 /// <param name="worldConfiguration">World Server configuration.</param>
 /// <param name="mobilitySystem">Mobility system.</param>
 /// <param name="inventorySystem">Inventory system.</param>
 /// <param name="playerDataSystem">Player data system.</param>
 /// <param name="recoverySystem">Recovery system.</param>
 /// <param name="regionTriggerSystem">Region trigger system.</param>
 /// <param name="questSystem">Quest system.</param>
 /// <param name="experienceSystem">Experience system.</param>
 /// <param name="moverPacketFactory">Mover packet factory.</param>
 /// <param name="textPacketFactory">Text packet factory.</param>
 public DefaultPlayerBehavior(IPlayerEntity player,
                              IOptions <WorldConfiguration> worldConfiguration,
                              IMobilitySystem mobilitySystem,
                              IInventorySystem inventorySystem,
                              IPlayerDataSystem playerDataSystem,
                              IRecoverySystem recoverySystem,
                              IRegionTriggerSystem regionTriggerSystem,
                              IQuestSystem questSystem,
                              IExperienceSystem experienceSystem,
                              IMoverPacketFactory moverPacketFactory,
                              ITextPacketFactory textPacketFactory)
 {
     _player              = player;
     _worldConfiguration  = worldConfiguration.Value;
     _mobilitySystem      = mobilitySystem;
     _inventorySystem     = inventorySystem;
     _playerDataSystem    = playerDataSystem;
     _recoverySystem      = recoverySystem;
     _regionTriggerSystem = regionTriggerSystem;
     _questSystem         = questSystem;
     _experienceSystem    = experienceSystem;
     _moverPacketFactory  = moverPacketFactory;
     _textPacketFactory   = textPacketFactory;
 }