public InorganicsOwner(Entity[] entitys, IMapGate gate, Behavior behavior) { _Behavior = behavior; _Entitys = entitys; _Gate = gate; _Updater = new Updater(); }
public InorganicsOwner(Entity[] entitys, IMapGate gate , Wisdom wisdom) { _Wisdom = wisdom; _Entitys = entitys; _Gate = gate; _Updater = new Updater(); }
public InorganicsOwner(Entity[] entitys, IMapGate gate, Wisdom wisdom) { _Wisdom = wisdom; _Entitys = entitys; _Gate = gate; _Updater = new Updater(); }
public FieldWisdom(ENTITY[] types, Entity owner, IMapGate gate, IMapFinder finder) { _Ids = new Queue<Guid>(); _Types = types; _Owner = owner; _Gate = gate; _Finder = finder; }
public FieldBehavior(ENTITY[] types, Entity owner, IMapGate gate, IMapFinder finder) { _Ids = new Queue <Guid>(); _Types = types; _Owner = owner; _Gate = gate; _Finder = finder; }
public StrongholdBehavior(ENTITY[] entitys, IIndividual player, IMapGate gate, IMapFinder finder) { _Ids = new Queue <Guid>(); _Entitys = entitys; _Player = player; _Gate = gate; _Finder = finder; }
public StrongholdWisdom(ENTITY[] entitys, IIndividual player, IMapGate gate, IMapFinder finder) { _Ids = new Queue<Guid>(); _Entitys = entitys; _Player = player; _Gate = gate; _Finder = finder; }
public PortalWisdom(Entity entity, string target_realm, ENTITY[] pass_entity, IMapGate gate, IMapFinder finder) { _Entity = entity; _TargetRealm = target_realm; _PassEntity = pass_entity; _Gate = gate; _Finder = finder; }
public ChestBehavior(Entity owner, Entity exit, Entity debirs, Entity door, IMapFinder finder, IMapGate gate) { _Owner = owner; _Exit = exit; _Chest = debirs; _Door = door; _Finder = finder; _Gate = gate; }
public Aboriginal(IMapFinder map, IMapGate gate, Entity actor, Wisdom wisdom) { _Gate = gate; _Wisdom = wisdom; _Updater = new Updater(); _Map = map; _Actor = actor; _Machine = new StageMachine(); }
public Aboriginal(IMapFinder map, IMapGate gate, Entity actor, Behavior behavior) { _Gate = gate; _Behavior = behavior; _Updater = new Updater(); _Map = map; _Actor = actor; _Machine = new StatusMachine(); }
public Aboriginal(IMapFinder map,IMapGate gate, Entity actor , Wisdom wisdom) { _Gate = gate; _Wisdom = wisdom; _Updater = new Updater(); _Map = map; _Actor = actor; _Machine = new StageMachine(); }
public ChestWisdom(Entity owner, Entity exit, Entity debirs, Entity door, IMapFinder finder, IMapGate gate) { _Owner = owner; _Exit = exit; _Chest = debirs; _Door = door; _Finder = finder; _Gate = gate; }
public ChestExcludeAction(IMapGate gate, IMapFinder finder, Entity owner, Entity door, Entity exit) { _Contestants = new List <Guid>(); _Gate = gate; _Finder = finder; _Owner = owner; _Door = door; _Exit = exit; }
public ChestExcludeAction(IMapGate gate , IMapFinder finder, Entity owner, Entity door, Entity exit) { _Contestants = new List<Guid>(); _Gate = gate; _Finder = finder; _Owner = owner; _Door = door; _Exit = exit; }
public GameStage(ISoulBinder binder, IMapFinder map , IMapGate gate, Entity entity) { _Gate = gate; _Map = map; _Binder = binder; _DeltaTimeCounter = new TimeCounter(); _UpdateTimeCounter = new TimeCounter(); _Updater = new Updater(); _Machine = new StageMachine(); _DifferenceNoticer = new DifferenceNoticer<IIndividual>(); _Player = entity; _Mover = new Mover(this._Player); }
public GameStage(ISoulBinder binder, IMapFinder map, IMapGate gate, Entity entity) { _Gate = gate; _Map = map; _Binder = binder; _DeltaTimeCounter = new TimeCounter(); _UpdateTimeCounter = new TimeCounter(); _Updater = new Updater(); _Machine = new StageMachine(); _DifferenceNoticer = new DifferenceNoticer <IIndividual>(); _Player = entity; _Mover = new Mover(this._Player); }
public GameStage(ISoulBinder binder, IMapFinder map, IMapGate gate, Entity entity, Behavior behavior) : this(binder, map, gate, entity) { _Behavior = behavior; }
public InorganicsWisdom(IEnumerable <Entity> inorganics, IMapGate gate) { _Entities = inorganics.ToArray(); _Gate = gate; }
public InorganicsWisdom(IEnumerable<Entity> inorganics, IMapGate gate) { _Entities = inorganics.ToArray(); _Gate = gate; }
public GameStage(ISoulBinder binder, IMapFinder map, IMapGate gate, Entity entity, Wisdom wisdom) : this(binder, map, gate, entity) { _Wisdom = wisdom; }
public ChestIdleAction(Entity chest, IMapGate gate) { _Chest = chest; _Gate = gate; }
public EnteranceWisdom(ENTITY[] types, Entity owner, IMapGate gate) { _Types = types; _Owner = owner; _Gate = gate; }
internal EntityGroupBuilder(string id , IMapFinder finder , IMapGate gate) { _Id = id; _Finder = finder; _Gate = gate; }
internal EntityGroupBuilder(string id, IMapFinder finder, IMapGate gate) { _Id = id; _Finder = finder; _Gate = gate; }