public void InjectDependencies( List <UnitDisplayBase> displaysToManage, UIStateMachineBrain brain, ICombatExecuter combatExecuter, IUnitAttackOrderLogic attackOrderLogic, IUnitPositionCanon unitPositionCanon, IHexPathfinder hexPathfinder, ICellPathDrawer pathDrawer, CitySignals citySignals, UnitSignals unitSignals, HexCellSignals cellSignals, IHexCellOverlayManager overlayManager, [Inject(Id = "Combat Summary Display")] CombatSummaryDisplay combatSummaryDisplay, IPossessionRelationship <IHexCell, ICity> cityLocationCanon ) { DisplaysToManage = displaysToManage; Brain = brain; CombatExecuter = combatExecuter; AttackOrderLogic = attackOrderLogic; UnitPositionCanon = unitPositionCanon; HexPathfinder = hexPathfinder; PathDrawer = pathDrawer; CitySignals = citySignals; UnitSignals = unitSignals; CellSignals = cellSignals; OverlayManager = overlayManager; CombatSummaryDisplay = combatSummaryDisplay; CityLocationCanon = cityLocationCanon; }
public void InjectDependencies( ICombatEstimator combatEstimator, IUnitPositionCanon unitPositionCanon ) { CombatEstimator = combatEstimator; UnitPositionCanon = unitPositionCanon; }
public BarbarianBrainFilterLogic( IUnitPositionCanon unitPositionCanon, ICombatExecuter combatExecuter ) { UnitPositionCanon = unitPositionCanon; CombatExecuter = combatExecuter; }
public ClearVegetationAbilityHandler( IUnitPositionCanon unitPositionCanon, ICellModificationLogic cellModificationLogic ) { UnitPositionCanon = unitPositionCanon; CellModificationLogic = cellModificationLogic; }
public UnitGarrisonLogic( IPossessionRelationship <IHexCell, ICity> cityLocationCanon, IUnitPositionCanon unitPositionCanon ) { CityLocationCanon = cityLocationCanon; UnitPositionCanon = unitPositionCanon; }
public BarbarianUtilityLogic( IUnitPositionCanon unitPositionCanon, IHexGrid grid, IBarbarianConfig barbarianCOnfig ) { UnitPositionCanon = unitPositionCanon; Grid = grid; BarbarianConfig = barbarianCOnfig; }
public BarbarianAvailableUnitsLogic( IBarbarianConfig barbarianConfig, IUnitPositionCanon unitPositionCanon, ICivilizationFactory civFactory ) { BarbarianConfig = barbarianConfig; UnitPositionCanon = unitPositionCanon; CivFactory = civFactory; }
public CityCombatModifierLogic( IUnitPositionCanon unitPositionCanon, ICityModifiers cityModifiers, IPossessionRelationship <IHexCell, ICity> cityLocationCanon ) { UnitPositionCanon = unitPositionCanon; CityModifiers = cityModifiers; CityLocationCanon = cityLocationCanon; }
public MoveUnitCommand( IHexPathfinder hexPathfinder, IUnitPositionCanon unitPositionCanon ) { HexPathfinder = hexPathfinder; UnitPositionCanon = unitPositionCanon; Status = CommandStatus.NotStarted; }
public UnitResponder(UnitSignals signals, IUnitPositionCanon unitPositionCanon, IPossessionRelationship <ICivilization, IUnit> unitPossessionCanon ) { UnitPositionCanon = unitPositionCanon; UnitPossessionCanon = unitPossessionCanon; signals.BeingDestroyed.Subscribe(OnUnitBeingDestroyed); }
private void InjectDependencies( IUnitPositionCanon unitPositionCanon, IHexGrid grid, IPossessionRelationship <ICivilization, IUnit> unitPossessionCanon ) { UnitPositionCanon = unitPositionCanon; Grid = grid; UnitPossessionCanon = unitPossessionCanon; }
public ImprovementConstructionExecuter( IUnitPositionCanon unitPositionCanon, IImprovementLocationCanon improvementLocationCanon, IImprovementWorkLogic improvementWorkLogic ) { UnitPositionCanon = unitPositionCanon; ImprovementLocationCanon = improvementLocationCanon; ImprovementWorkLogic = improvementWorkLogic; }
public DestructionPostCombatResponder( IUnitPositionCanon unitPositionCanon, IUnitConfig unitConfig, IPossessionRelationship <ICivilization, IUnit> unitPossessionCanon ) { UnitPositionCanon = unitPositionCanon; UnitConfig = unitConfig; UnitPossessionCanon = unitPossessionCanon; }
public RepairAdjacentShipsAbilityHandler( IPossessionRelationship <ICivilization, IUnit> unitPossessionCanon, IUnitPositionCanon unitPositionCanon, IHexGrid grid ) { UnitPossessionCanon = unitPossessionCanon; UnitPositionCanon = unitPositionCanon; Grid = grid; }
public BarbarianBrainWeightLogic( IHexGrid grid, IUnitPositionCanon unitPositionCanon, IBarbarianConfig barbarianConfig, IUnitStrengthEstimator unitStrengthEstimator ) { Grid = grid; UnitPositionCanon = unitPositionCanon; BarbarianConfig = barbarianConfig; UnitStrengthEstimator = unitStrengthEstimator; }
public HealingPromotionParser( IUnitPositionCanon unitPositionCanon, IPossessionRelationship <ICivilization, IUnit> unitPossessionCanon, ICivilizationTerritoryLogic civTerritoryLogic ) { UnitPositionCanon = unitPositionCanon; UnitPossessionCanon = unitPossessionCanon; CivTerritoryLogic = civTerritoryLogic; }
public UnitStrengthEstimator( IUnitUpgradeLogic unitUpgradeLogic, ICivilizationFactory civFactory, IUnitPositionCanon unitPositionCanon, IUnitComparativeStrengthEstimator comparativeStrengthEstimator ) { UnitUpgradeLogic = unitUpgradeLogic; CivFactory = civFactory; UnitPositionCanon = unitPositionCanon; ComparativeStrengthEstimator = comparativeStrengthEstimator; }
public UnitRealignmentResponder( IUnitPositionCanon unitPositionCanon, [Inject(Id = "Coroutine Invoker")] MonoBehaviour coroutineInvoker, MapRenderingSignals mapRenderingSignals ) { UnitPositionCanon = unitPositionCanon; CoroutineInvoker = coroutineInvoker; mapRenderingSignals.ChunkFinishedRefreshing.Subscribe(OnChunkFinishedRefreshing); }
public BarbarianPillageBrain( IUnitPositionCanon unitPositionCanon, IHexGrid grid, IBarbarianBrainWeightLogic weightLogic, IBarbarianUtilityLogic utilityLogic, DiContainer container ) { UnitPositionCanon = unitPositionCanon; Grid = grid; WeightLogic = weightLogic; UtilityLogic = utilityLogic; Container = container; }
public BarbarianGuardEncampmentBrain( IUnitPositionCanon unitPositionCanon, IHexGrid grid, IBarbarianConfig barbarianConfig, IEncampmentLocationCanon encampmentLocationCanon, DiContainer container ) { UnitPositionCanon = unitPositionCanon; Grid = grid; BarbarianConfig = barbarianConfig; EncampmentLocationCanon = encampmentLocationCanon; Container = container; }
public MeleeAttackValidityLogic( IUnitPositionCanon unitPositionCanon, IHexGrid grid, IHexPathfinder hexPathfinder, IUnitVisibilityLogic lineOfSightLogic, ICommonAttackValidityLogic commandAttackValidityLogic ) { UnitPositionCanon = unitPositionCanon; Grid = grid; HexPathfinder = hexPathfinder; LineOfSightLogic = lineOfSightLogic; CommonAttackValidityLogic = commandAttackValidityLogic; }
public CombatAuraLogic( IUnitConfig unitConfig, IUnitPositionCanon unitPositionCanon, IPossessionRelationship <ICivilization, IUnit> unitPossessionCanon, IHexGrid grid ) { UnitConfig = unitConfig; UnitPositionCanon = unitPositionCanon; UnitPossessionCanon = unitPossessionCanon; Grid = grid; }
public BarbarianBePrisonersBrain( IHexGrid grid, IHexPathfinder hexPathfinder, IUnitPositionCanon unitPositionCanon, IEncampmentLocationCanon encampmentLocationCanon, DiContainer container ) { Grid = grid; HexPathfinder = hexPathfinder; UnitPositionCanon = unitPositionCanon; EncampmentLocationCanon = encampmentLocationCanon; Container = container; }
public StartingUnitPlacementLogic( IHexGrid grid, IUnitFactory unitFactory, ICellScorer cellScorer, IUnitPositionCanon unitPositionCanon, ICityConfig cityConfig ) { Grid = grid; UnitFactory = unitFactory; CellScorer = cellScorer; UnitPositionCanon = unitPositionCanon; CityConfig = cityConfig; }
public CivDiscoveryResponder( IUnitPositionCanon unitPositionCanon, ICivDiscoveryCanon civDiscoveryCanon, IPossessionRelationship <ICivilization, IUnit> unitPossessionCanon, VisibilitySignals visibilitySignals ) { UnitPositionCanon = unitPositionCanon; CivDiscoveryCanon = civDiscoveryCanon; UnitPossessionCanon = unitPossessionCanon; visibilitySignals.CellBecameExploredByCiv.Subscribe(OnCellBecameExploredByCiv); }
public void InjectDependencies( UnitEditingPanel unitEditingPanel, UIStateMachineBrain brain, IUnitPositionCanon unitPositionCanon, UnitSignals unitSignals, HexCellSignals cellSignals ) { UnitEditingPanel = unitEditingPanel; Brain = brain; UnitPositionCanon = unitPositionCanon; UnitSignals = unitSignals; CellSignals = cellSignals; }
public HurryProductionAbilityHandler( IPossessionRelationship <IHexCell, ICity> cityLocationCanon, IUnitPositionCanon unitPositionCanon, ICityConfig cityConfig, IPossessionRelationship <ICivilization, IUnit> unitPossessionCanon, IPossessionRelationship <ICivilization, ICity> cityPossessionCanon ) { CityLocationCanon = cityLocationCanon; UnitPositionCanon = unitPositionCanon; CityConfig = cityConfig; UnitPossessionCanon = unitPossessionCanon; CityPossessionCanon = cityPossessionCanon; }
public FoundCityAbilityHandler(ICityValidityLogic cityValidityLogic, IUnitPositionCanon unitPositionCanon, ICityFactory cityFactory, IPossessionRelationship <ICivilization, IUnit> unitOwnershipCanon, IPossessionRelationship <ICivilization, ICity> cityPossessionCanon ) { CityValidityLogic = cityValidityLogic; UnitPositionCanon = unitPositionCanon; CityFactory = cityFactory; UnitOwnershipCanon = unitOwnershipCanon; CityPossessionCanon = cityPossessionCanon; }
public PillageAbilityHandler( IUnitPositionCanon unitPositionCanon, IImprovementLocationCanon improvementLocationCanon, ICivilizationTerritoryLogic civTerritoryLogic, IWarCanon warCanon, IPossessionRelationship <ICivilization, IUnit> unitPossessionCanon ) { UnitPositionCanon = unitPositionCanon; ImprovementLocationCanon = improvementLocationCanon; CivTerritoryLogic = civTerritoryLogic; WarCanon = warCanon; UnitPossessionCanon = unitPossessionCanon; }
public void InjectDependencies( IUnitConfig config, UnitSignals signals, IUnitPositionCanon positionCanon, IHexGrid grid, IPromotionParser promotionParser ) { Config = config; Signals = signals; PositionCanon = positionCanon; Grid = grid; PromotionParser = promotionParser; signals.GainedNewOwner.Subscribe(OnUnitGainedNewOwner); }