示例#1
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 public PickUpAction(GameEntity entity, float energyCost, GameEntity itemToPickUp, IActionEffectFactory actionEffectFactory, IEntityDetector entityDetector, IUiFacade uiFacade)
     : base(entity, energyCost, actionEffectFactory)
 {
     _entityDetector = entityDetector;
     ItemToPickUp    = itemToPickUp;
     _uiFacade       = uiFacade;
 }
示例#2
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 public ReceiveDamageSystem(IContext <GameEntity> context, IDeathHandler deathHandler, IUiFacade uiFacade,
                            IAggressionTriggerer aggressionTriggerer, IPositionEffectPresenter positionEffectPresenter) : base(context)
 {
     _deathHandler            = deathHandler;
     _uiFacade                = uiFacade;
     _aggressionTriggerer     = aggressionTriggerer;
     _positionEffectPresenter = positionEffectPresenter;
 }
 public ResolveAbilitiesPerTurnSystem(GameContext context, IEntityDetector entityDetector, IUiFacade uiFacade, IGameConfig gameConfig)
     : base(context)
 {
     _context        = context;
     _entityDetector = entityDetector;
     _uiFacade       = uiFacade;
     _gameConfig     = gameConfig;
 }
示例#4
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        public DeathHandler(IUiFacade uiFacade, IViewCreator viewCreator, IGameConfig gameConfig, IPositionEffectPresenter positionEffectPresenter, IOsnowaContextManager contextManager)
        {
            _uiFacade    = uiFacade;
            _viewCreator = viewCreator;
            _gameConfig  = gameConfig;

            _positionEffectPresenter = positionEffectPresenter;
            _contextManager          = contextManager;
        }
示例#5
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 public DropAction(GameEntity entity, float energyCost, GameEntity itemToDrop, IActionEffectFactory actionEffectFactory, IFirstPlaceInAreaFinder firstPlaceInAreaFinder, IEntityDetector entityDetector, IGameConfig gameConfig, IUiFacade uiFacade, IPositionEffectPresenter positionEffectPresenter)
     : base(entity, energyCost, actionEffectFactory)
 {
     _itemToDrop             = itemToDrop;
     _firstPlaceInAreaFinder = firstPlaceInAreaFinder;
     _entityDetector         = entityDetector;
     _gameConfig             = gameConfig;
     _uiFacade = uiFacade;
     _positionEffectPresenter = positionEffectPresenter;
 }
示例#6
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 public void Init(IRandomNumberGenerator rng, TilemapGenerator tilemapGenerator, IWorldActorFiller worldActorFiller,
                  IPositionFlagsResolver positionFlagsResolver, IExampleContextManager contextManager, IUiFacade uiFacade)
 {
     _rng = rng;
     _tilemapGenerator      = tilemapGenerator;
     _worldActorFiller      = worldActorFiller;
     _positionFlagsResolver = positionFlagsResolver;
     _contextManager        = contextManager;
     _uiFacade = uiFacade;
 }
示例#7
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文件: Navigator.cs 项目: bmjoy/Osnowa
 public Navigator(IPathfinder pathfinder, IGrid grid, INaturalLineCalculator naturalLineCreator,
                  IRasterLineCreator rasterLineCreator, IUiFacade uiFacade)
 {
     _pathfinder         = pathfinder;
     _grid               = grid;
     _naturalLineCreator = naturalLineCreator;
     _rasterLineCreator  = rasterLineCreator;
     _uiFacade           = uiFacade;
     _debugPathPresenter = new DebugPathPresenter();
 }
示例#8
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 public void Init(GameContext context, IUiFacade uiFacade, IUnityGridInfoProvider unityGridInfoProvider, ITileMatrixUpdater tileMatrixUpdater,
                  IRasterLineCreator rasterLineCreator, IGameConfig gameConfig, IInputWithRepeating inputWithRepeating)
 {
     _context  = context;
     _uiFacade = uiFacade;
     _unityGridInfoProvider = unityGridInfoProvider;
     _tileMatrixUpdater     = tileMatrixUpdater;
     _rasterLineCreator     = rasterLineCreator;
     _gameConfig            = gameConfig;
     _inputWithRepeating    = inputWithRepeating;
 }
示例#9
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 public void Init(IUnityGridInfoProvider unityGridInfoProvider, IUiFacade uiFacade, IOsnowaContextManager contextManager,
                  ITileByIdProvider tileByIdProvider, IGameConfig gameConfig, IEntityDetector entityDetector, GameContext context)
 {
     _tileByIdProvider      = tileByIdProvider;
     _contextManager        = contextManager;
     _uiFacade              = uiFacade;
     _unityGridInfoProvider = unityGridInfoProvider;
     _gameConfig            = gameConfig;
     _entityDetector        = entityDetector;
     _context = context;
 }
示例#10
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 public void Init(IInputWithRepeating inputWithRepeating, IEnvironmentPresenter environmentPresenter,
                  GameContext context, IGameConfig gameConfig, IUiFacade uiFacade, ISceneContext sceneContext,
                  [Inject(Id = "_playerActionResolver")] IActionResolver playerActionResolver,
                  ResolveAbilitiesPerTurnSystem resolveAbilitiesPerTurnSystem,
                  PlayerInventoryChangedSystem playerInventoryChangedSystem, IOsnowaContextManager contextManager)
 {
     _keysToAbilities      = InitializeKeysToAbilities(gameConfig.Abilities.AllAbilities);
     _inputWithRepeating   = inputWithRepeating;
     _environmentPresenter = environmentPresenter;
     _context                       = context;
     _uiFacade                      = uiFacade;
     _sceneContext                  = sceneContext;
     _gameConfig                    = gameConfig;
     _playerActionResolver          = playerActionResolver;
     _resolveAbilitiesPerTurnSystem = resolveAbilitiesPerTurnSystem;
     _playerInventoryChangedSystem  = playerInventoryChangedSystem;
     _contextManager                = contextManager;
 }
示例#11
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 public PostHeartbeatSystem(IEntityDetector entityDetector, IGameConfig gameConfig,
                            ICalculatedAreaAccessor calculatedAreaAccessor, IStimulusReceiver stimulusReceiver, IPathfinder pathfinder,
                            IBroadcastStimulusSender broadcastStimulusSender, IPositionEffectPresenter positionEffectPresenter,
                            GameContext context, IFriendshipResolver friendshipResolver,
                            IUiFacade uiFacade, IOsnowaContextManager contextManager)
     : base(context)
 {
     _entityDetector          = entityDetector;
     _gameConfig              = gameConfig;
     _calculatedAreaAccessor  = calculatedAreaAccessor;
     _stimulusReceiver        = stimulusReceiver;
     _pathfinder              = pathfinder;
     _broadcastStimulusSender = broadcastStimulusSender;
     _positionEffectPresenter = positionEffectPresenter;
     _friendshipResolver      = friendshipResolver;
     _uiFacade       = uiFacade;
     _contextManager = contextManager;
     _context        = context;
 }
示例#12
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 public ActivityCreationContext(INavigator navigator, IRandomNumberGenerator rng, IActionFactory actionFactory, ISceneContext sceneContext,
                                IExampleContextManager contextManager, IGameConfig gameConfig, IEntityDetector entityDetector, ICalculatedAreaAccessor calculatedAreaAccessor,
                                IUiFacade uiFacade, IRasterLineCreator rasterLineCreator, IPositionEffectPresenter positionEffectPresenter,
                                IFriendshipResolver friendshipResolver, GameContext context)
 {
     Navigator               = navigator;
     Rng                     = rng;
     ActionFactory           = actionFactory;
     SceneContext            = sceneContext;
     ContextManager          = contextManager;
     GameConfig              = gameConfig;
     EntityDetector          = entityDetector;
     CalculatedAreaAccessor  = calculatedAreaAccessor;
     UiFacade                = uiFacade;
     RasterLineCreator       = rasterLineCreator;
     PositionEffectPresenter = positionEffectPresenter;
     FriendshipResolver      = friendshipResolver;
     Context                 = context;
 }
示例#13
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        public WorldClock(ISceneContext sceneContext, IGameConfig gameConfig,
                          IUiFacade uiFacadeUiFacade, IEntityDetector entityDetector, ITileMatrixUpdater tileMatrixUpdater,
                          IRandomNumberGenerator rng, IViewCreator viewCreator,
                          IOsnowaContextManager contextManager)
        {
            _sceneContext = sceneContext;

            _gameConfig        = gameConfig;
            _uiFacade          = uiFacadeUiFacade;
            _entityDetector    = entityDetector;
            _tileMatrixUpdater = tileMatrixUpdater;
            _rng            = rng;
            _viewCreator    = viewCreator;
            _contextManager = contextManager;
            _gameContext    = Contexts.sharedInstance.game;

            double minutesInDay = new TimeSpan(1, 0, 0, 0).TotalMinutes;

            _minutesInTurn = minutesInDay / _gameConfig.TurnsInDay;
        }
示例#14
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 public ActionFactory(IGrid grid, IActionEffectFactory actionEffectFactory, IUnityGridInfoProvider unityGridInfoProvider, IPositionEffectPresenter positionEffectPresenter, IRandomNumberGenerator randomNumberGenerator, IDeathHandler deathHandler, ISceneContext sceneContext, IGameConfig gameConfig, IViewCreator viewCreator, ITileMatrixUpdater tileMatrixUpdater, IFirstPlaceInAreaFinder firstPlaceInAreaFinder, IBroadcastStimulusSender stimulusBroadcaster, IEntityDetector entityDetector, LoadViewSystem loadViewSystem, IUiFacade uiFacade, IOsnowaContextManager contextManager, IEntityViewBehaviourInitializer entityViewBehaviourInitializer, IAggressionTriggerer aggressionTriggerer, IEntityGenerator entityGenerator, ReactiveFeature reactiveFeature)
 {
     _grid = grid;
     _unityGridInfoProvider   = unityGridInfoProvider;
     _positionEffectPresenter = positionEffectPresenter;
     _randomNumberGenerator   = randomNumberGenerator;
     _deathHandler            = deathHandler;
     _actionEffectFactory     = actionEffectFactory;
     _sceneContext            = sceneContext;
     _gameConfig             = gameConfig;
     _viewCreator            = viewCreator;
     _tileMatrixUpdater      = tileMatrixUpdater;
     _firstPlaceInAreaFinder = firstPlaceInAreaFinder;
     _stimulusBroadcaster    = stimulusBroadcaster;
     _entityDetector         = entityDetector;
     _loadViewSystem         = loadViewSystem;
     _uiFacade       = uiFacade;
     _contextManager = contextManager;
     _entityViewBehaviourInitializer = entityViewBehaviourInitializer;
     _aggressionTriggerer            = aggressionTriggerer;
     _entityGenerator = entityGenerator;
     _reactiveFeature = reactiveFeature;
 }
示例#15
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 public PresentPlayerSatiationSystem(GameContext context, IUiFacade uiFacade) : base(context)
 {
     _context  = context;
     _uiFacade = uiFacade;
 }
示例#16
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 public AggressionTriggerer(IUiFacade uiFacade, IPositionEffectPresenter positionEffectPresenter)
 {
     _uiFacade = uiFacade;
     _positionEffectPresenter = positionEffectPresenter;
 }
示例#17
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 public EntityPresenter(IOsnowaContextManager contextManager, IUiFacade uiFacade, IPositionedEntityDetector entityDetector)
 {
     _contextManager = contextManager;
     _uiFacade       = uiFacade;
     _entityDetector = entityDetector;
 }
示例#18
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 public IntegrityChangedSystem(IContext <GameEntity> context, IDeathHandler deathHandler, IUiFacade uiFacade) : base(context)
 {
     _deathHandler = deathHandler;
     _uiFacade     = uiFacade;
 }
示例#19
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 public void Init(IUiFacade uiFacade, IOsnowaContextManager contextManager)
 {
     _uiFacade       = uiFacade;
     _contextManager = contextManager;
 }
示例#20
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 public void Init(IUiFacade uiFacade)
 {
     _uiFacade = uiFacade;
 }
 public PlayerInventoryChangedSystem(IContext <GameEntity> context, IUiFacade uiFacade) : base(context)
 {
     _uiFacade = uiFacade;
 }
示例#22
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 public void Init(GameContext context, IUiFacade uiFacade, IUnityGridInfoProvider unityGridInfoProvider)
 {
     _context  = context;
     _uiFacade = uiFacade;
     _unityGridInfoProvider = unityGridInfoProvider;
 }