public SkillView(HomeView homeview, SkillManager skillManager, SkillEffectManager skillEffectManager, SkillEffectView skillEffectView) { this.homeview = homeview; this.skillManager = skillManager; this.skillEffectView = skillEffectView; this.adapter = new CreationSkillController(skillManager, skillEffectManager); homeview.CallSkillView += CreatNewSkillView; }
static void Main(string[] args) { Console.SetWindowSize(120, 40); GameLoop game = new GameLoop(); HomeView homeview = new HomeView(); SkillEffectManager skillEffectManager = new SkillEffectManager(); SkillManager skillManager = new SkillManager(); SkillEffectView skillEffectView = new SkillEffectView(homeview, skillEffectManager); CharacterManager characterManager = new CharacterManager(); SkillView skillView = new SkillView(homeview, skillManager, skillEffectManager, skillEffectView); CharacterView characterView = new CharacterView(characterManager, skillManager, homeview, skillView); BattleController battleController = new BattleController(); BattleView battleView = new BattleView(homeview, characterView, battleController, characterManager); homeview.ShowListFunction(); Console.ReadKey(); }
private void _ReturnEffectView(SkillEffectView view) { Queue <SkillEffectView> queue = null; if (_skillEffectPool.ContainsKey(view.Type)) { queue = _skillEffectPool[view.Type]; } else { _skillEffectPool.Add(view.Type, queue); } if (queue == null) { queue = new Queue <SkillEffectView>(); } queue.Enqueue(view); }
public void CopyTo(SkillEffectView target) { target.Init(Type, _defaultRoot, _onDisableAction, _isOverTime, Ballistic); }