public void CopyFrom(ICustomProperties properties) { if (properties == null) return; Ints.CopyFrom(properties.Ints); Floats.CopyFrom(properties.Floats); Strings.CopyFrom(properties.Strings); Bools.CopyFrom(properties.Bools); Entities.CopyFrom(properties.Entities); }
public AGSGameState(ICustomProperties globalVariables, IAGSRoomTransitions roomTransitions, Resolver resolver, IFocusedUI focusedUi) { Speed = 100; Rooms = new AGSBindingList <IRoom>(10); UI = new AGSConcurrentHashSet <IObject> (); GlobalVariables = globalVariables; FocusedUI = focusedUi; _cutscene = new Lazy <ICutscene> (() => resolver.Container.Resolve <ICutscene>()); _roomTransitions = roomTransitions; }
public void CopyFrom(ICustomProperties properties) { if (properties == null) { return; } Ints.CopyFrom(properties.Ints); Floats.CopyFrom(properties.Floats); Strings.CopyFrom(properties.Strings); Bools.CopyFrom(properties.Bools); Entities.CopyFrom(properties.Entities); }
public AGSGameState(ICustomProperties globalVariables, IAGSRoomTransitions roomTransitions, Resolver resolver, IFocusedUI focusedUi, IViewport viewport) { Speed = 100; Rooms = new AGSBindingList <IRoom>(10); UI = new AGSConcurrentHashSet <IObject> (); SecondaryViewports = new AGSBindingList <IViewport>(5); viewport.RoomProvider = this; viewport.Camera.Target = () => Player; Viewport = viewport; GlobalVariables = globalVariables; FocusedUI = focusedUi; _cutscene = new Lazy <ICutscene> (() => resolver.Container.Resolve <ICutscene>()); _roomTransitions = roomTransitions; }
#pragma warning restore CS0067 public AGSRoom(string id, IAGSEdges edges, IGameEvents gameEvents, IRoomEvents roomEvents, IGameState state, ICustomProperties properties, IRoomLimitsProvider roomLimitsProvider) { _state = state; RoomLimitsProvider = roomLimitsProvider; _gameEvents = gameEvents; Events = roomEvents; ID = id; Objects = new AGSConcurrentHashSet <IObject>(); Areas = new AGSBindingList <IArea>(5); ShowPlayer = true; _edges = edges; Properties = properties; gameEvents.OnRepeatedlyExecute.Subscribe(onRepeatedlyExecute); }
public AGSGameState(ICustomProperties globalVariables, IRoomTransitions roomTransitions, Resolver resolver, IFocusedUI focusedUi, IViewport viewport, IEvent <RoomTransitionEventArgs> onRoomChangeRequired, IAGSCursor cursor) { Speed = 100; _cursor = cursor; Rooms = new AGSBindingList <IRoom>(10); UI = new AGSConcurrentHashSet <IObject> (); SecondaryViewports = new AGSBindingList <IViewport>(5); RoomTransitions = roomTransitions; viewport.RoomProvider = this; viewport.Camera.Target = () => Player; Viewport = viewport; GlobalVariables = globalVariables; FocusedUI = focusedUi; _cutscene = new Lazy <ICutscene> (() => resolver.Container.Resolve <ICutscene>()); OnRoomChangeRequired = onRoomChangeRequired; _viewports = new ViewportCollection(this); }
public AGSRoom(string id, IViewport viewport, IAGSEdges edges, IGameEvents gameEvents, IRoomEvents roomEvents, IGameState state, ICustomProperties properties, IRoomLimitsProvider roomLimitsProvider) { _sorter = new RenderOrderSelector { Backwards = true }; _state = state; RoomLimitsProvider = roomLimitsProvider; _gameEvents = gameEvents; Viewport = viewport; Events = roomEvents; ID = id; Objects = new AGSConcurrentHashSet <IObject> (); Areas = new List <IArea> (); ShowPlayer = true; _edges = edges; Properties = properties; gameEvents.OnRepeatedlyExecute.Subscribe(onRepeatedlyExecute); }
public ShaderGUIUtil(ICustomProperties customProperties) { _customProperties = customProperties; }
public AGSCustomPropertiesComponent(ICustomProperties properties) { Properties = properties; }
public AGSCustomPropertiesComponent(ICustomProperties properties) { Properties = properties; }