Beispiel #1
0
        public Game1()
        {
            selectedStructure = null;

            oldState = Mouse.GetState();
            newState = oldState;

            IsMouseVisible           = true;
            Window.AllowUserResizing = false;

            Content.RootDirectory = "Content";
            graphics        = new GraphicsDeviceManager(this);
            IsFixedTimeStep = false;
            //vsync
            graphics.SynchronizeWithVerticalRetrace = false;

            //fpsCount
            FpsCounter = new FPSCounter(physicalMaxFPS);

            //graphical cords
            windowSizeXPlus12 = windowSizeX + 12;
            windowSizeXPlus46 = windowSizeX + 46;
            windowSizeXPlus37 = windowSizeX + 37;
            windowSizeXPlus6  = windowSizeX + 6;
            windowSizeXPlus4  = windowSizeX + 4;
            windowSizeXPlus27 = windowSizeX + 27;
            windowSizeXPlus50 = windowSizeX + 50;
            windowSizeXPlus1  = windowSizeX + 1;
            menuHeightMinus30 = menuHeight - 30;
            menuHeightMinus5  = menuHeight - 5;
            menuHeightPlus4   = menuHeight + 4;
        }
Beispiel #2
0
        public bool UseNamespace(string ns, string declloc, IWarningLogger log)
        {
            if (bm == null)
            {
                // No bundle manager yet. Save the info; once our manager is
                // set, we can do all the loading and structure template instantiation.
                nsqueue[ns] = declloc;
                return(false);
            }

            // Standard initialization.

            UseRawNamespace("MBuildDynamic." + ns);

            // Now we load the associated structure template and instantiate
            // anything that needs instantiation.

            // XXX this was later before; why???
            if (declloc == null)
            {
                throw ExHelp.App("! {0}, {1}", ns, declloc);
            }

            StructureTemplate st = bm.UseNamespaceTemplate(ns, declloc, log);

            if (st == null)
            {
                return(true);
            }

            known_structs[st.GetType()] = st;
            return(false);
        }
Beispiel #3
0
        public void UseStructure(StructureTemplate st)
        {
            Type stype = st.GetType();

            known_structs[stype] = st;

            UseRawNamespace(stype.Namespace);
        }
Beispiel #4
0
 public void BuildTransition(StructureTemplateGroup dungeonTransitionGroup, WIGroup dungeonGroup)
 {
     //then add the children
     for (int j = 0; j < dungeonTransitionGroup.StaticStructureLayers.Count; j++)
     {
         StructureTemplate.InstantiateStructureLayer(dungeonTransitionGroup.StaticStructureLayers [j], transform);
     }
     //create and find triggers
     StructureTemplate.InstantiateGenericDynamic(dungeonTransitionGroup.GenericDynamic, TriggerParent, dungeonGroup);
 }
Beispiel #5
0
        private void MouseManage()
        {
            sideMenuEtMouseFollowUp = sideMenu && mouseFollowUp;
            structureHover          = selectedStructure != null && newState.X >= 0 && newState.X < windowSizeX && newState.Y >= 0 && newState.Y < windowSizeY;
            statePressed            = newState.LeftButton == ButtonState.Pressed && oldState.LeftButton == ButtonState.Released && this.IsActive;

            if (statePressed)
            {
                if (structureHover)
                {
                    if (newState.X < windowSizeX && newState.Y < windowSizeY)
                    {
                        for (int y = 0; y < selectedStructure.getHeight(arrowDirection); y++)
                        {
                            for (int x = 0; x < selectedStructure.getWidth(arrowDirection); x++)
                            {
                                if (selectedStructure.getValue(arrowDirection, x, y, structureFlipped) > 0)
                                {
                                    JeuDeLaVieTable.setLife(x + newState.X - selectedStructure.getWidth(arrowDirection) / 2, y + newState.Y - selectedStructure.getHeight(arrowDirection) / 2, (byte)selectedStructure.getValue(arrowDirection, x, y, structureFlipped));
                                }
                            }
                        }
                    }
                }

                if (sideMenuEtMouseFollowUp)
                {
                    bool foundSomething = false;
                    if (newState.X >= windowSizeXPlus12 && newState.Y >= menuHeightMinus30 && newState.X < windowSizeXPlus37 && newState.Y < menuHeightMinus5)
                    {
                        foundSomething  = true;
                        arrowDirection += 1;
                        if (arrowDirection >= 4)
                        {
                            arrowDirection = 0;
                        }
                        generateStructureTexture();
                        generateArrowTexture();
                    }

                    for (int y = 0, yCord = 0; !foundSomething && y < structureMgr.StructureTemplates.Count; y++, yCord += 22)
                    {
                        if (newState.X >= windowSizeXPlus6 && newState.Y >= menuHeight + yCord && newState.X < windowSizeXPlus46 && newState.Y < menuHeight + yCord + 22)
                        {
                            foundSomething         = true;
                            selectedStructure      = structureMgr.StructureTemplates[y];
                            indexSelectedStructure = y;
                            generateStructureTexture();
                            generateMenuTexture();
                        }
                    }
                }
            }
        }
Beispiel #6
0
        public void EditorSaveDungeonToTemplate( )
        {
            if (!Manager.IsAwake <WorldItems> ())
            {
                Manager.WakeUp <WorldItems> ("Frontiers_WorldItems");
            }
            if (!Manager.IsAwake <Structures> ())
            {
                Manager.WakeUp <Structures> ("Frontiers_Structures");
            }
            if (!Manager.IsAwake <Mods> ())
            {
                Manager.WakeUp <Mods> ("__MODS");
            }
            Mods.Get.Editor.InitializeEditor(true);

            //make sure the dungeon is all set up
            CreateDungeonTransforms();
            EditorFindDungeonPieces();
            LinkOcclusionGroups();

            DungeonTemplate newTemplate = new DungeonTemplate();

            for (int i = 0; i < Modules.Count; i++)
            {
                DungeonModule          module = Modules [i];
                StructureTemplateGroup moduleInteriorGroup = new StructureTemplateGroup();
                moduleInteriorGroup.GroupOffset   = module.transform.localPosition;
                moduleInteriorGroup.GroupRotation = module.transform.localRotation.eulerAngles;
                module.EditorSaveModuleToTemplate(moduleInteriorGroup);
                newTemplate.Modules.InteriorVariants.Add(moduleInteriorGroup);
            }

            for (int i = 0; i < Transitions.Count; i++)
            {
                DungeonTransition      transition = Transitions [i];
                StructureTemplateGroup transitionInteriorGroup = new StructureTemplateGroup();
                transitionInteriorGroup.GroupOffset   = transition.transform.localPosition;
                transitionInteriorGroup.GroupRotation = transition.transform.localRotation.eulerAngles;
                StructureTemplate.AddStaticChildrenToStructureTemplate(transition.transform, transitionInteriorGroup.StaticStructureLayers);
                StructureTemplate.AddGenericDynamicToStructureTemplate(transition.TriggerParent, ref transitionInteriorGroup.GenericDynamic);
                newTemplate.Transitions.InteriorVariants.Add(transitionInteriorGroup);
            }

            Mods.Get.Editor.SaveMod <DungeonTemplate> (newTemplate, "Dungeon", GetTemplateName(gameObject.name));
        }
Beispiel #7
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        public void CreateStructureFootprint()
        {
            StructureTemplate template = null;

            if (Mods.Get.Editor.LoadMod <StructureTemplate> (ref template, "Structure", StructureBuilder.GetTemplateName(name)))
            {
                GameObject footprint = gameObject.FindOrCreateChild("__FOOTPRINT").gameObject;
                GameObject shingle   = gameObject.FindOrCreateChild("__SHINGLE").gameObject;
                shingle.transform.localPosition = template.CommonShingleOffset;
                for (int i = 0; i < template.Footprint.Count; i++)
                {
                    GameObject fp = footprint.FindOrCreateChild("Footprint" + i.ToString()).gameObject;
                    fp.transform.localPosition = template.Footprint [i].Position;
                    fp.transform.localScale    = template.Footprint [i].Scale;
                    fp.GetOrAdd <StructureFootprint> ();
                }
            }
        }
Beispiel #8
0
        protected IEnumerator InstanceMeshes(
            StructureTemplateGroup structureGroup,
            string childName,
            List <Renderer> renderers,
            List <Renderer> lodRenderers,
            float lodRatio)
        {
            renderers.Clear();
            if (lodRenderers != null)
            {
                lodRenderers.Clear();
            }

            StructurePiece        = StructureBase.CreateChild(childName);
            StructurePiece.parent = null;
            if (Mode == BuilderMode.Minor)
            {
                //minor structures have to set their own offsets
                StructurePiece.position = MinorParent.Position;
                StructurePiece.rotation = Quaternion.Euler(MinorParent.Rotation);
            }
            else
            {
                StructurePiece.ResetLocal();
            }
            StructurePiece.gameObject.layer = Globals.LayerNumSolidTerrain;            //TODO this may be unnecessary
            for (int i = 0; i < structureGroup.StaticStructureLayers.Count; i++)
            {
                StructureTemplate.InstantiateStructureLayer(structureGroup.StaticStructureLayers [i], StructurePiece);
            }

            StructurePiece.parent = StructureBase.transform;
            if (Mode == BuilderMode.Minor)
            {
                StructurePiece.localPosition = MinorParent.Position;
                StructurePiece.localRotation = Quaternion.Euler(MinorParent.Rotation);
            }
            else
            {
                StructurePiece.ResetLocal();
            }
            yield break;
        }
Beispiel #9
0
 public void Reset()
 {
     StructureBase   = null;
     StructurePiece  = null;
     ParentStructure = null;
     MinorParent     = null;
     if (MaterialLookup != null)
     {
         MaterialLookup.Clear();
     }
     //if (Template != null) {
     //Template.Clear();
     //}
     Template = null;
     if (gHelperTransform != null)
     {
         gHelperTransform.transform.parent = transform;
     }
     State = BuilderState.Dormant;
 }
Beispiel #10
0
        public void EditorSaveModuleToTemplate(StructureTemplateGroup moduleInteriorGroup)
        {
            Transform normalFX         = gameObject.FindOrCreateChild("__FX");
            Transform normalCol        = gameObject.FindOrCreateChild("__COLLIDERS");
            Transform normalWIsGen     = gameObject.FindOrCreateChild("__WORLDITEMS_GENERIC");
            Transform normalWindowsGen = gameObject.FindOrCreateChild("__WINDOWS_GENERIC");
            Transform normalDoorsGen   = gameObject.FindOrCreateChild("__DOORS_GENERIC");
            Transform normalWIsUnique  = gameObject.FindOrCreateChild("__WORLDITEMS_UNIQUE");
            Transform normalChrs       = gameObject.FindOrCreateChild("__ACTION_NODES");
            Transform normalDyn        = gameObject.FindOrCreateChild("__DYNAMIC");
            Transform normalStat       = gameObject.FindOrCreateChild("__STATIC");
            Transform normalSub        = gameObject.FindOrCreateChild("__SUBSTRUCTURES");
            Transform normalWindows    = gameObject.FindOrCreateChild("__WINDOWS");
            Transform normalTriggers   = gameObject.FindOrCreateChild("__TRIGGERS");

            StructureTemplate.AddStaticChildrenToStructureTemplate(normalStat, moduleInteriorGroup.StaticStructureLayers);
            StructureTemplate.AddGenericWorldItemsToStructureTemplate(normalWIsGen, ref moduleInteriorGroup.GenericWItems);
            StructureTemplate.AddUniqueWorldItemsToStructureTemplate(normalWIsUnique, moduleInteriorGroup.UniqueWorlditems);
            StructureTemplate.AddActionNodesToTemplate(normalChrs, moduleInteriorGroup.ActionNodes);
            StructureTemplate.AddTriggersToStructureTemplate(normalTriggers, moduleInteriorGroup.Triggers);
        }
Beispiel #11
0
        public IEnumerator Initialize(Structure parentStructure, StructureTemplate template, StructureLoadPriority priority)
        {                       //if we're still doing another job (for some reason) wait for it to finish
            while (State != BuilderState.Dormant)
            {
                yield return(null);
            }

            Template = template;
            State    = BuilderState.Initialized;
            Priority = priority;

            gHelperTransform = gameObject.FindOrCreateChild("StructureBuilderHelper_" + name);

            ParentStructure = parentStructure;
            if (ParentStructure == null)
            {
                Debug.LogError("Parent structure null in builder, proceeding normally");
                State = BuilderState.Error;
                yield break;
            }
            if (ParentStructure.worlditem.Group == null)
            {
                Debug.Log("Parent structure worlditem group was null, proceeding normally");
                State = BuilderState.Error;
                yield break;
            }
            if (ParentStructure.StructureGroup == null)
            {
                Debug.Log("Parent structure StructureGroup was null, waiting until group exists");
                State = BuilderState.Error;
                yield break;
            }
            StructureBase  = parentStructure.StructureGroup.gameObject;
            StructureChunk = parentStructure.worlditem.Group.GetParentChunk();
            InteriorVariants.Clear();
            InteriorVariants.Add(ParentStructure.State.BaseInteriorVariant);
            InteriorVariants.AddRange(ParentStructure.State.AdditionalInteriorVariants);

            yield break;
        }
Beispiel #12
0
        public IEnumerator Initialize(MinorStructure minorParent, StructureTemplate template, StructureLoadPriority priority)
        {               //if we're still doing another job (for some reason) wait for it to finish
            while (State != BuilderState.Dormant)
            {
                yield return(null);
            }

            gHelperTransform = gameObject.FindOrCreateChild("StructureBuilderHelper_" + name);

            try {
                MinorParent    = minorParent;
                Template       = template;
                State          = BuilderState.Initialized;
                Priority       = priority;
                StructureChunk = MinorParent.Chunk;
                StructureBase  = MinorParent.StructureOwner.gameObject;
            } catch (Exception e) {
                Debug.LogException(e);
                State = BuilderState.Error;
            }
            yield break;
        }
    // Use this for initialization
    void OnEnable()
    {
//		if (string.IsNullOrEmpty (StartStructure) || string.IsNullOrEmpty (EndStructure)) {
//			enabled = false;
//			return;
//		}
//
//		NumStructuresSaved = 0;
//		FinishedSavingStructures = false;
//		builder.name = StartStructure;
//		RunEditorCoroutine ();
        if (!Manager.IsAwake <Mods> ())
        {
            Manager.WakeUp <Mods> ("__MODS");
        }
        Mods.Get.Editor.InitializeEditor(true);

        List <string>     structuresToSave = Mods.Get.Editor.Available("Structure");
        StructureTemplate currentTemplate  = null;

        foreach (string structureToSave in structuresToSave)
        {
            if (Mods.Get.Editor.LoadMod <StructureTemplate> (ref currentTemplate, "Structure", structureToSave))
            {
//				SaveStackItems (currentTemplate.Exterior.UniqueDoors);
//				SaveStackItems (currentTemplate.Exterior.UniqueDynamic);
//				SaveStackItems (currentTemplate.Exterior.UniqueWindows);
//				SaveStackItems (currentTemplate.Exterior.UniqueWorlditems);
//				foreach (StructureTemplateGroup intGroup in currentTemplate.InteriorVariants) {
//					SaveStackItems (intGroup.UniqueDoors);
//					SaveStackItems (intGroup.UniqueDynamic);
//					SaveStackItems (intGroup.UniqueWindows);
//					SaveStackItems (intGroup.UniqueWorlditems);
//				}
                Mods.Get.Editor.SaveMod <StructureTemplate> (currentTemplate, "Structure", structureToSave);
            }
        }
    }
Beispiel #14
0
        protected static int AutoCalculateStructureValue(Structure structure)
        {                       //TODO this method sucks, do something better
            int structureValue = 1;
            //see how big the house is
            StructureTemplate template = null;

            if (Mods.Get.Editor.LoadMod <StructureTemplate> (ref template, "Structure", structure.State.TemplateName))
            {
                int numDoorsAndWindows           = template.Exterior.GenericDoors.Length + template.Exterior.GenericWindows.Length;
                int stackItems                   = template.Exterior.UniqueWorlditems.Count;
                List <ChildPiece> genericDoors   = null;              //new List<ChildPiece>();
                List <ChildPiece> genericWindows = null;              //new List<ChildPiece>();
                if (StructureTemplate.ExtractChildPiecesFromLayer(ref genericDoors, template.Exterior.GenericDoors))
                {
                    numDoorsAndWindows += genericDoors.Count;
                }
                if (StructureTemplate.ExtractChildPiecesFromLayer(ref genericWindows, template.Exterior.GenericWindows))
                {
                    numDoorsAndWindows += genericWindows.Count;
                }
                for (int i = 0; i < template.InteriorVariants.Count; i++)
                {
                    if (StructureTemplate.ExtractChildPiecesFromLayer(ref genericDoors, template.InteriorVariants [i].GenericDoors))
                    {
                        numDoorsAndWindows += genericDoors.Count;
                    }
                    if (StructureTemplate.ExtractChildPiecesFromLayer(ref genericWindows, template.InteriorVariants [i].GenericWindows))
                    {
                        numDoorsAndWindows += genericWindows.Count;
                    }
                    stackItems += template.InteriorVariants [i].UniqueWorlditems.Count;
                }
                structureValue += numDoorsAndWindows + stackItems;
            }
            return(structureValue);
        }
 public StructureTemplateNature(StructureTemplate st, double percentageChance) : base(st.StructureMap, st.Id)
 {
     this.percentageChance = percentageChance;
 }
Beispiel #16
0
        public void CreateFoundation()
        {
            if (!Manager.IsAwake <Mods> ())
            {
                Manager.WakeUp <Mods> ("__MODS");
            }
            Mods.Get.Editor.InitializeEditor(true);

            if (!Manager.IsAwake <Structures> ())
            {
                Manager.WakeUp <Structures> ("Frontiers_Structures");
            }
            Structures.Get.Initialize();

            if (!Manager.IsAwake <WorldItems> ())
            {
                Manager.WakeUp <WorldItems> ("Frontiers_WorldItems");
            }
            WorldItems.Get.Initialize();

            StructureTemplate template = null;

            if (Mods.Get.Editor.LoadMod <StructureTemplate> (ref template, "Structure", StructureBuilder.GetTemplateName(name)))
            {
                GameObject foundation = gameObject.FindOrCreateChild("__TEMP_FOUNDATION").gameObject;
                foreach (StructureLayer staticLayer in template.Exterior.StaticStructureLayers)
                {
                    string prefabName = staticLayer.PrefabName.Trim().ToLower();
                    if (prefabName.Contains("foundation"))
                    {
                        StructurePackPrefab prefab = null;
                        if (Structures.Get.PackStaticPrefab(staticLayer.PackName, staticLayer.PrefabName, out prefab))
                        {
                            List <ChildPiece> staticPieces = null;
                            if (StructureTemplate.ExtractChildPiecesFromLayer(ref staticPieces, staticLayer.Instances))
                            {
                                //ChildPiece[] staticPieces = StructureTemplate.ExtractChildPiecesFromLayer(staticLayer.Instances);
                                for (int i = 0; i < staticPieces.Count; i++)
                                {
                                    ChildPiece piece = staticPieces [i];
                                    GameObject instantiatedPrefab = UnityEditor.PrefabUtility.InstantiatePrefab(prefab.Prefab) as GameObject;
                                    //instantiate a new prefab - keep it as a prefab!
                                    instantiatedPrefab.name             = prefab.Prefab.name;
                                    instantiatedPrefab.transform.parent = foundation.transform;
                                    instantiatedPrefab.tag   = staticLayer.Tag;
                                    instantiatedPrefab.layer = staticLayer.Layer;
                                    //put it in the right place
                                    instantiatedPrefab.transform.localPosition = piece.Position;
                                    instantiatedPrefab.transform.localRotation = Quaternion.identity;
                                    instantiatedPrefab.transform.Rotate(piece.Rotation);
                                    instantiatedPrefab.transform.localScale = piece.Scale;

                                    Material[] variationsArray = null;
                                    if (staticLayer.Substitutions != null && staticLayer.Substitutions.Count > 0)
                                    {
                                        MeshRenderer pmr = prefab.MRenderer;
                                        variationsArray = pmr.sharedMaterials;
                                        string newMaterialName = string.Empty;
                                        for (int j = 0; j < variationsArray.Length; j++)
                                        {
                                            if (staticLayer.Substitutions.TryGetValue(variationsArray [j].name, out newMaterialName))
                                            {
                                                Material sharedMaterial = null;
                                                if (Structures.Get.SharedMaterial(newMaterialName, out sharedMaterial))
                                                {
                                                    variationsArray [j] = sharedMaterial;
                                                }
                                            }
                                        }
                                        instantiatedPrefab.GetComponent <Renderer>().materials = variationsArray;
                                    }
                                }
                                staticPieces.Clear();
                                staticPieces = null;
                            }
                        }
                    }
                }
            }
        }
Beispiel #17
0
 public RegexMatcher()
 {
     stmpl = null;
 }
Beispiel #18
0
 public override void AddContextStructure(StructureTemplate st)
 {
     namecontext.UseStructure(st);
 }
Beispiel #19
0
        private void KeyManage()
        {
            if (wasTABDown)
            {
                if (!Keyboard.GetState().IsKeyDown(Keys.Tab))
                {
                    wasTABDown = false;
                }
            }
            else
            {
                if (Keyboard.GetState().IsKeyDown(Keys.Tab))
                {
                    wasTABDown = true;
                    sideMenu   = !sideMenu;
                    if (sideMenu)
                    {
                        graphics.PreferredBackBufferWidth = windowSizeXPlus50;
                    }
                    else
                    {
                        graphics.PreferredBackBufferWidth = windowSizeX;
                    }
                    graphics.ApplyChanges();
                }
            }

            if (wasQDown)
            {
                if (!Keyboard.GetState().IsKeyDown(Keys.Q))
                {
                    wasQDown = false;
                }
            }
            else
            {
                if (sideMenuEtMouseFollowUp && Keyboard.GetState().IsKeyDown(Keys.Q))
                {
                    wasQDown        = true;
                    arrowDirection += 1;
                    if (arrowDirection >= 4)
                    {
                        arrowDirection = 0;
                    }
                    generateArrowTexture();
                    generateStructureTexture();
                }
            }

            if (wasEDown)
            {
                if (!Keyboard.GetState().IsKeyDown(Keys.E))
                {
                    wasEDown = false;
                }
            }
            else
            {
                if (sideMenuEtMouseFollowUp && Keyboard.GetState().IsKeyDown(Keys.E))
                {
                    wasEDown        = true;
                    arrowDirection -= 1;
                    if (arrowDirection < 0)
                    {
                        arrowDirection = 3;
                    }
                    generateArrowTexture();
                    generateStructureTexture();
                }
            }

            if (wasWDown)
            {
                if (!Keyboard.GetState().IsKeyDown(Keys.W))
                {
                    wasWDown = false;
                }
            }
            else
            {
                if (Keyboard.GetState().IsKeyDown(Keys.W))
                {
                    wasWDown = true;
                    if (indexSelectedStructure == null)
                    {
                        indexSelectedStructure = 0;
                    }
                    else
                    {
                        indexSelectedStructure -= 1;
                        if (indexSelectedStructure < 0)
                        {
                            indexSelectedStructure = structureMgr.StructureTemplates.Count - 1;
                        }
                    }
                    selectedStructure = structureMgr.StructureTemplates[(int)indexSelectedStructure];
                    generateStructureTexture();
                    generateMenuTexture();
                }
            }

            if (wasSDown)
            {
                if (!Keyboard.GetState().IsKeyDown(Keys.S))
                {
                    wasSDown = false;
                }
            }
            else
            {
                if (Keyboard.GetState().IsKeyDown(Keys.S))
                {
                    wasSDown = true;
                    if (indexSelectedStructure == null)
                    {
                        indexSelectedStructure = 0;
                    }
                    else
                    {
                        indexSelectedStructure += 1;
                        if (indexSelectedStructure >= structureMgr.StructureTemplates.Count)
                        {
                            indexSelectedStructure = 0;
                        }
                    }
                    selectedStructure = structureMgr.StructureTemplates[(int)indexSelectedStructure];
                    generateStructureTexture();
                    generateMenuTexture();
                }
            }

            if (wasMDown)
            {
                if (!Keyboard.GetState().IsKeyDown(Keys.M))
                {
                    wasMDown = false;
                }
            }
            else
            {
                if (Keyboard.GetState().IsKeyDown(Keys.M))
                {
                    wasMDown      = true;
                    mouseFollowUp = !mouseFollowUp;
                }
            }

            if (wasRDown)
            {
                if (!Keyboard.GetState().IsKeyDown(Keys.R))
                {
                    wasRDown = false;
                }
            }
            else
            {
                if (Keyboard.GetState().IsKeyDown(Keys.R))
                {
                    wasRDown         = true;
                    structureFlipped = !structureFlipped;
                    generateStructureTexture();
                }
            }

            if (wasCDown)
            {
                if (!Keyboard.GetState().IsKeyDown(Keys.C))
                {
                    wasCDown = false;
                }
            }
            else
            {
                if (Keyboard.GetState().IsKeyDown(Keys.C))
                {
                    wasCDown = true;
                    JeuDeLaVieTable.AffichageChangement = !JeuDeLaVieTable.AffichageChangement;
                }
            }

            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }
        }
Beispiel #20
0
 protected TargetTemplate(StructureTemplate ignored)
 {
 }
Beispiel #21
0
	protected TargetTemplate (StructureTemplate ignored) {}
Beispiel #22
0
 public RegexMatcher(StructureTemplate stmpl)
 {
     this.stmpl = stmpl;
 }