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; }