Beispiel #1
0
 //do we need this?
 public void ClearEvents()
 {
     lock (this)
     {
         InputEvents.Clear();
     }
 }
Beispiel #2
0
        public override void CreateStaticNodesIfNotPresent()
        {
            base.CreateStaticNodesIfNotPresent();

            if (InputEvents.Count != 1)
            {
                InputEvents.Clear();

                EntityLink <MonsterTestBase> InputLink = new EntityLink <MonsterTestBase>();
                InputLink.SetOwner(this);
                InputLink.Name = "Start Dialogue";
                InputEvents.Add(InputLink);
            }
            if (OutputEvents.Count != 3)
            {
                EntityLink <MonsterTestBase> OutputLink = new EntityLink <MonsterTestBase>();
                OutputLink.SetOwner(this);
                OutputLink.Name = "Game Finished";
                OutputEvents.Add(OutputLink);

                OutputLink = new EntityLink <MonsterTestBase>();
                OutputLink.SetOwner(this);
                OutputLink.Name = "Problem Encountered";
                OutputEvents.Add(OutputLink);

                OutputLink = new EntityLink <MonsterTestBase>();
                OutputLink.SetOwner(this);
                OutputLink.Name = "Navigation Required";
                OutputEvents.Add(OutputLink);
            }
        }
Beispiel #3
0
 public void ClearEvents()
 {
     lock (this)
     {
         InputEvents.Clear();
         // To "clear" anything currently in the input device buffers
         IgnoreEventsNextPoll = true;
     }
 }
Beispiel #4
0
        public override void CreateStaticNodesIfNotPresent()
        {
            base.CreateStaticNodesIfNotPresent();

            if (InputEvents.Count != 3)
            {
                InputEvents.Clear();

                EntityLink <MonsterTestBase> InputLink = new EntityLink <MonsterTestBase>();
                InputLink.SetOwner(this);
                InputLink.Name = "Start New Game";
                InputEvents.Add(InputLink);

                InputLink = new EntityLink <MonsterTestBase>();
                InputLink.SetOwner(this);
                InputLink.Name = "Load Saved Game";
                InputEvents.Add(InputLink);

                InputLink = new EntityLink <MonsterTestBase>();
                InputLink.SetOwner(this);
                InputLink.Name = "Quit";
                InputEvents.Add(InputLink);
            }
            if (OutputEvents.Count != 3)
            {
                EntityLink <MonsterTestBase> OutputLink = new EntityLink <MonsterTestBase>();
                OutputLink.SetOwner(this);
                OutputLink.Name = "Game Started";
                OutputEvents.Add(OutputLink);

                OutputLink = new EntityLink <MonsterTestBase>();
                OutputLink.SetOwner(this);
                OutputLink.Name = "Game Failed To Start";
                OutputEvents.Add(OutputLink);

                OutputLink = new EntityLink <MonsterTestBase>();
                OutputLink.SetOwner(this);
                OutputLink.Name = "Quit";
                OutputEvents.Add(OutputLink);
            }
        }