public PerInitiativeFeature(GiveControlSystem giveControlSystem, StimuliSystem stimuliSystem,
                                    PreTurnSystem preTurnSystem, PostTurnSystem postTurnSystem,
                                    PresentSurroundingsSystem presentSurroundingsSystem, PositionStablenessSystem positionStablenessSystem,
                                    MoveHeldAlongSystem moveHeldAlongSystem, GameEventSystems gameEventFeature,
                                    AnyStatusChangedSystem statusChangedSystem, ControlledEntityChangedSystem controlledEntityChangedSystem,
                                    StatusCountdownSystem statusCountdownSystem, LoadViewSystem loadViewSystem,
                                    DestroyEntitySystem destroyEntitySystem, IntegrityChangedSystem integrityChangedSystem,
                                    ResolveAbilitiesPerTurnSystem resolveAbilitiesPerTurnSystem,
                                    PlayerInventoryChangedSystem playerInventoryChangedSystem, DeathClockSystem deathClockSystem, HungerSystem hungerSystem)
        {
            Add(loadViewSystem);

            Add(controlledEntityChangedSystem);
            Add(presentSurroundingsSystem);

            Add(resolveAbilitiesPerTurnSystem);
            Add(hungerSystem);
            Add(stimuliSystem);
            Add(preTurnSystem);

            Add(giveControlSystem);

            Add(positionStablenessSystem);
            Add(moveHeldAlongSystem);
            Add(postTurnSystem);
            Add(deathClockSystem);

            Add(integrityChangedSystem);
            Add(statusCountdownSystem);
            Add(statusChangedSystem);
            Add(playerInventoryChangedSystem);

            Add(destroyEntitySystem);
            Add(gameEventFeature);
        }
示例#2
0
 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;
 }