/// <summary> /// Constructor /// </summary> /// <param name="autoTrackValueFactory"> /// An Autofac factory for creating autotrack values. /// </param> /// <param name="itemFactory"> /// An Autofac factory for creating items. /// </param> /// <param name="cappedItemFactory"> /// An Autofac factory for creating items with maximums. /// </param> /// <param name="crystalRequirementFactory"> /// An Autofac factory for creating crystal requirement items. /// </param> /// <param name="keyFactory"> /// An Autofac factory for creating key items. /// </param> public ItemFactory( IItemAutoTrackValueFactory.Factory autoTrackValueFactory, Item.Factory itemFactory, CappedItem.Factory cappedItemFactory, CrystalRequirementItem.Factory crystalRequirementFactory, KeyItem.Factory keyFactory) { _autoTrackValueFactory = new Lazy <IItemAutoTrackValueFactory>(() => autoTrackValueFactory()); _itemFactory = itemFactory; _cappedItemFactory = cappedItemFactory; _crystalRequirementFactory = crystalRequirementFactory; _keyFactory = keyFactory; }
public ItemFactory(Item.Factory itemFac, EquipmentItem.EqFactory eqItemFac) { _itemFactory = itemFac; _eqItemFactory = eqItemFac; }
/// <summary> /// Constructor /// </summary> /// <param name="itemFactory"></param> public PlayerTriggerItems(Item.Factory itemFactory) { _itemFactory = itemFactory; }
/// <summary> /// Constructor /// </summary> /// <param name="factory"> /// An Autofac factory for creating prize items. /// </param> public PrizeDictionary(Item.Factory factory) : base(new Dictionary <PrizeType, IItem>()) { _factory = factory; }