private void InjectDependencies( ITerrainAlphamapLogic alphamapLogic, ITerrainHeightLogic heightLogic, IMapRenderConfig renderConfig, IWaterTriangulator waterTriangulator, IHexFeatureManager hexFeatureManager, ICultureTriangulator cultureTriangulator, IHexCellShaderData shaderData, DiContainer container, IHexMeshFactory hexMeshFactory, IRoadTriangulator roadTriangulator, IMarshTriangulator marshTriangulator, IOasisTriangulator oasisTriangulator, ITerrainBaker terrainBaker, IOrientationBaker orientationBaker, IGeometry2D geometry2D, IPointOrientationLogic pointOrientationLogic, IFullMapRefresher fullMapRefresher, [Inject(Id = "Feature Container")] Transform featureContainer, MapRenderingSignals mapRenderingSignals, IVisibilityResponder visibilityResponder ) { AlphamapLogic = alphamapLogic; HeightLogic = heightLogic; RenderConfig = renderConfig; WaterTriangulator = waterTriangulator; HexFeatureManager = hexFeatureManager; CultureTriangulator = cultureTriangulator; ShaderData = shaderData; HexMeshFactory = hexMeshFactory; RoadTriangulator = roadTriangulator; MarshTriangulator = marshTriangulator; OasisTriangulator = oasisTriangulator; TerrainBaker = terrainBaker; OrientationBaker = orientationBaker; Geometry2D = geometry2D; PointOrientationLogic = pointOrientationLogic; FullMapRefresher = fullMapRefresher; FeatureContainer = featureContainer; MapRenderingSignals = mapRenderingSignals; VisibilityResponder = visibilityResponder; }
public UnitRealignmentResponder( IUnitPositionCanon unitPositionCanon, [Inject(Id = "Coroutine Invoker")] MonoBehaviour coroutineInvoker, MapRenderingSignals mapRenderingSignals ) { UnitPositionCanon = unitPositionCanon; CoroutineInvoker = coroutineInvoker; mapRenderingSignals.ChunkFinishedRefreshing.Subscribe(OnChunkFinishedRefreshing); }
public FarmTriangulator( IHexGrid grid, IImprovementLocationCanon improvementLocationCanon, INoiseGenerator noiseGenerator, IMapRenderConfig renderConfig, IGeometry2D geometry2D, ICellEdgeContourCanon cellContourCanon, IRiverCanon riverCanon, MapRenderingSignals mapRenderingSignals ) { Grid = grid; ImprovementLocationCanon = improvementLocationCanon; NoiseGenerator = noiseGenerator; RenderConfig = renderConfig; Geometry2D = geometry2D; CellContourCanon = cellContourCanon; RiverCanon = riverCanon; MapRenderingSignals = mapRenderingSignals; }