public SimulationInitializeState(IStateController <SimulationState> controller, TestUnitFactory unitFactory, Player player, SimulationOnGui onGui, BaseWorld world, WorldData worldData) { _controller = controller; _unitFactory = unitFactory; _player = player; _onGui = onGui; _world = world; _worldData = worldData; }
public SimulationStatesFactory(IStateController <SimulationState> controller, TestUnitFactory unitFactory, SimulationOnGui simulationOnGui, Player player, WorldData worldData, BaseWorld gameWorld) { _unitFactory = unitFactory; _dummyState = new DummyState(); _stateBehaviours = new Dictionary <SimulationState, IStateBehaviour>() { { SimulationState.Idle, new SimulationIdleState(gameWorld) }, { SimulationState.Initialize, new SimulationInitializeState(controller, unitFactory, player, simulationOnGui, gameWorld, worldData) }, }; }
public override IEnumerator Execute() { _gui = new GameObject("GuiConroller").AddComponent <SimulationOnGui>(); _unitFactory = _worldData.GetComponent <TestUnitFactory>(); var relationshipMap = CreateRelationshipMap(); _gameWorld = CreateWorld(relationshipMap); _player = CreatePlayer(_gameWorld); //start state var stateManager = CreateStateManager(); stateManager.SetState(SimulationState.Initialize); while (stateManager.CurrentState != SimulationState.Leave) { yield return(null); } }