public BuildQueue(IBuildingManager buildingManager, IUnitBuilder unitManager, IArmyManager armyManager) { _buildingManager = buildingManager; _queue = new Queue <BuildQueueItem>(); _unitManager = unitManager; _armyManager = armyManager; }
public Game(IConnectionService connectionService, IUnitBuilder workerManager, IBuildQueue buildQueue) { _surrender = false; _connectionService = connectionService; _workerManager = workerManager; _buildQueue = buildQueue; }
private static void Settlers(IUnitBuilder builder) { builder.WithMovability<Settler>() .WithMoveCosts<Settler>() .WithRestorationOfMoves<Settler>() .WithOneToOneCombatEngagement<Settler>() .WithLimitedMoveRange<Settler>() .WithNoFriendlyUnitStacking<Settler>() .WithNoEntranceToImpassableTerrain<Settler>() .WithFriendlyUnitManagementOnly<Settler>(); }
private static void Legions(IUnitBuilder builder) { builder.WithMovability<Legion>() .WithMoveCosts<Legion>() .WithRestorationOfMoves<Legion>() .WithCityConquest<Legion>() .WithOneToOneCombatEngagement<Legion>() .WithLimitedMoveRange<Legion>() .WithNoFriendlyUnitStacking<Legion>() .WithNoEntranceToImpassableTerrain<Legion>() .WithFriendlyUnitManagementOnly<Legion>(); }
private static void Chariots(IUnitBuilder builder) { builder.WithMovability<Chariot>() .WithMoveCosts<Chariot>() .WithRestorationOfMoves<Chariot>() .WithCityConquest<Chariot>() .WithOneToOneCombatEngagement<Chariot>() .WithLimitedMoveRange<Chariot>() .WithNoFriendlyUnitStacking<Chariot>() .WithNoEntranceToImpassableTerrain<Chariot>() .WithFortificationAction<Chariot>() .WithFriendlyUnitManagementOnly<Chariot>(); }
public DependencyParser(IFileEnumerator enumerator, IUnitBuilder builder) { if (enumerator == null) { throw new ArgumentNullException("enumerator"); } if (builder == null) { throw new ArgumentNullException("builder"); } _enumerator = enumerator; _builder = builder; _units = new List<PascalUnit>(); }
public void SwitchToBuildingView(IUnitBuilder focusedBuilding) { buildingProductionText.enabled = true; // deSpawnText.enabled = true; deSpawnImage.enabled = true; deSpawnButton.enabled = true; // entityInfoImage.enabled = true; entityInfoText.enabled = true; // Switch Information Panel to Building View if (focusedBuilding.PrimarySpawn != null) { buildingPrimaryProductionImage.enabled = true; buildingPrimaryProductionImage.raycastTarget = true; buildingPrimaryProductionText.enabled = true; } else { buildingPrimaryProductionText.enabled = false; buildingPrimaryProductionImage.enabled = false; buildingPrimaryProductionImage.raycastTarget = false; } // if (focusedBuilding.SecondarySpawn != null) { buildingSecondaryProductionImage.enabled = true; buildingSecondaryProductionImage.raycastTarget = true; buildingSecondaryProductionText.enabled = true; } else { buildingSecondaryProductionText.enabled = false; buildingSecondaryProductionImage.enabled = false; buildingSecondaryProductionImage.raycastTarget = false; } // deSpawnText.text = "Demolish"; }
public void ShowcaseBuildingInformation(IEntity focusedBuilding, IUnitBuilder buildingUnits, IDeSpawnAble deSpawnCall) { entityInfoText.text = focusedBuilding.EntityName; entityInfoImage.color = focusedBuilding.EntityImage.color; // deSpawnButton.focusedEntity = deSpawnCall; // if (buildingUnits.PrimarySpawn != null) { buildingPrimaryProductionText.text = buildingUnits.PrimarySpawn.EntityName; buildingPrimaryProductionImage.color = buildingUnits.PrimarySpawn.EntityImage.color; buildingPrimaryButton.presentedBuilder = buildingUnits; } // if (buildingUnits.SecondarySpawn == null) { return; } buildingSecondaryProductionText.text = buildingUnits.SecondarySpawn.EntityName; buildingSecondaryProductionImage.color = buildingUnits.SecondarySpawn.EntityImage.color; buildingSecondaryButton.presentedBuilder = buildingUnits; }