public WorldSimulationStateService()
 {
     _worldPersistanceService   = Game.Instance.GetService <WorldPersistanceService>();
     _worldSimulateStateRequest = new WorldSimulateStateRequest(
         this,
         _worldPersistanceService, _simulationConfiguration, _worldPersistanceService.IndexGenerator);
     _worldSimulateSaveRequest = new WorldSimulateSaveRequest(this, _worldSimulateStateRequest, _worldPersistanceService.IndexGenerator);
 }
 public WorldSimulateStateRequest(
     WorldSimulationStateService worldSimulationStateService,
     WorldPersistanceService worldPersistanceService,
     SimulationConfiguration simulationConfiguration,
     WorldAsset indexGenerator) : base()
 {
     _serializer = new SharpSerializer();
     _worldPersistanceService = worldPersistanceService;
     _simulationConfiguration = simulationConfiguration;
     _indexGenerator          = indexGenerator;
 }
 public WorldDataAccessService() : base()
 {
     _worldPersistanceService = Game.Instance.GetService <WorldPersistanceService>();
     _worldDataAccessRequest  = new WorldDataAccessRequest(this, _worldPersistanceService, _dataConfig);
 }
 public WorldIndexRequest(WorldPersistanceService worldPersistanceService, IWorldIndexGenerator indexGenerator, string persistentDataPath) : base()
 {
     _indexGenerator     = indexGenerator;
     _persistentDataPath = persistentDataPath;
 }
 public WorldDataAccessRequest(WorldDataAccessService worldDataAccessService, WorldPersistanceService worldPersistanceService, DataConfig dataConfig) : base()
 {
     _dataConfig = dataConfig;
     _worldPersistanceService = worldPersistanceService;
 }