public DeathSystem(ILogger <DeathSystem> logger, IOptions <WorldConfiguration> worldConfiguration, IGameResources gameResources, IMapManager mapManager, ITeleportSystem teleportSystem, IPlayerPacketFactory playerPacketFactory, IMoverPacketFactory moverPacketFactory) { _logger = logger; _worldConfiguration = worldConfiguration.Value; _gameResources = gameResources; _mapManager = mapManager; _teleportSystem = teleportSystem; _playerPacketFactory = playerPacketFactory; _moverPacketFactory = moverPacketFactory; }
/// <summary> /// Creates a new <see cref="InventoryItemUsage"/> instance. /// </summary> public InventoryItemUsage(ILogger <InventoryItemUsage> logger, IInventoryPacketFactory inventoryPacketFactory, IMapManager mapManager, ISpecialEffectSystem specialEffectSystem, ITeleportSystem teleportSystem, IMoverPacketFactory moverPacketFactory, ITextPacketFactory textPacketFactory, IPlayerDataSystem playerDataSystem, IOptions <WorldConfiguration> worldServerConfiguration) { _logger = logger; _inventoryPacketFactory = inventoryPacketFactory; _mapManager = mapManager; _specialEffectSystem = specialEffectSystem; _teleportSystem = teleportSystem; _moverPacketFactory = moverPacketFactory; _textPacketFactory = textPacketFactory; _playerDataSystem = playerDataSystem; _worldServerConfiguration = worldServerConfiguration.Value; }
public void Initialize(IInputSystem inputSystem, MapCoordinates mapCoordinates) { currentLives = maxLives; _inputSystem = inputSystem; _mapCoordinates = mapCoordinates; void PlayerInitialization(IPlayer player) => player.Initialize(_inputSystem); _playerManager = _playerManager ?? new PoolManager <IPlayer>(playerPrefab, PlayerInitialization, 1); SpawnPlayer(); void BulletInitialization(IBullet bullet) => bullet.Initialize(_mapCoordinates, _currentPlayer); _bulletManager = _bulletManager ?? new PoolManager <IBullet>(bulletPrefab, BulletInitialization, startBulletCount); _teleportSystem = new TeleportSystem(_mapCoordinates, _currentPlayerTransform, teleportOffset, cornerTolerance); }
/// <summary> /// Creates a new <see cref="RegionTriggerSystem"/> instance. /// </summary> /// <param name="teleportSystem">Teleport system.</param> public RegionTriggerSystem(ITeleportSystem teleportSystem) { _teleportSystem = teleportSystem; }
/// <summary> /// Creates a new <see cref="TeleportationCommand"/> instance. /// </summary> /// <param name="logger">Logger.</param> /// <param name="teleportSystem">Teleport system.</param> public TeleportationCommand(ILogger <TeleportationCommand> logger, ITeleportSystem teleportSystem) { _logger = logger; _teleportSystem = teleportSystem; }
/// <summary> /// Creates a new <see cref="SummonCommand"/> instance. /// </summary> /// <param name="logger">logger system.</param> /// <param name="teleportSystem">Teleport system.</param> /// <param name="worldServer">World server.</param> public SummonCommand(ILogger <SummonCommand> logger, ITeleportSystem teleportSystem, IWorldServer worldServer) { _logger = logger; _teleportSystem = teleportSystem; _worldServer = worldServer; }