public async Task WaitAndAttachToProcess() { ProcessStatus = GameProcessStatus.ProcessNotAvailable; while (_gameProcess == null) { _gameProcess = Process.GetProcessesByName("DragonAge2").FirstOrDefault(); if (_gameProcess != null) { _gameProcess.EnableRaisingEvents = true; _gameProcess.Exited += OnGameProcessExited; break; } await Task.Delay(1000).ConfigureAwait(false); } OnGameProcessStatusChange(GameProcessStatus.WaitingUntilReadyForInjection); await _codeInjectionReadinessChecker.WaitUntilCodeIsReadyToBeInjected(_gameProcess); _gameValueService = _cameraToolsFactory.CreateGameValueService(_gameProcess); OnGameProcessStatusChange(GameProcessStatus.Attached); }
public IAutoTacticalCameraKeyHandler CreateAutoTacticalCameraHandler ( IGameValueService gameValueService, AutoTacticalCameraKeys autoTacticalCameraKeys, float turnOnTacticalCameraThreshold ) { return(new AutoTacticalCameraKeyHandler(gameValueService, autoTacticalCameraKeys, turnOnTacticalCameraThreshold)); }
public ICameraMovementKeyHandler CreateCameraMovementHandler ( IGameValueService gameValueService, CameraMovementKeys cameraMovementKeys, float cameraMovementSpeed ) { return(new CameraMovementKeyHandler(gameValueService, _actionLoopServiceFactory, cameraMovementKeys, cameraMovementSpeed)); }
public CameraHeightKeyHandler ( IGameValueService gameValueService, IActionLoopServiceFactory actionLoopServiceFactory, CameraHeightKeys cameraHeightKeys, float cameraMovementOffset ) { _gameValueService = gameValueService; _actionLoopService = actionLoopServiceFactory.CreateActionLoopService(); _cameraHeightKeys = cameraHeightKeys; CameraMovementOffset = cameraMovementOffset; }
public AutoTacticalCameraKeyHandler(IGameValueService gameValueService, AutoTacticalCameraKeys keys, float turnOnTacticalCameraZoomThreshold) { _gameValueService = gameValueService; _keys = keys; if (turnOnTacticalCameraZoomThreshold < 0) { throw new ArgumentException("Automatic camera threshold cannot be lower than 0", nameof(turnOnTacticalCameraZoomThreshold)); } // The game uses slightly different values, where 1 is the closest zoom and -1 is the furthest zoom // If unlimited zoom is enabled we can go below -1 _turnOnTacticalCameraThreshold = -turnOnTacticalCameraZoomThreshold; }
public IHotkeyConditionService CreateHotkeyConditionService(IGameValueService gameValueService) { return(new HotkeyConditionService(_activeWindowService, gameValueService)); }
public LoadingScreenMonitor(IGameValueService gameValueService) { _gameValueService = gameValueService; }
public HotkeyConditionService(IActiveWindowService activeWindowService, IGameValueService gameValueService) { _activeWindowService = activeWindowService; _gameValueService = gameValueService; }
public ILoadingScreenMonitor CreateLoadingScreenMonitor(IGameValueService gameValueService) { return(new LoadingScreenMonitor(gameValueService)); }
public IKeyHandler CreateTacticalCameraKeyHandler(IGameValueService gameValueService, TacticalCameraSettings tacticalCameraSettings, Process gameProcess) { return(new TacticalCameraKeyHandler(_keyAndMouseEventHandlerFactory, _gameEventServiceFactory, gameValueService, gameProcess, tacticalCameraSettings)); }
public ManualTacticalCameraKeyHandler(IGameValueService gameValueService, IEnumerable <UserInputKey> tacticalCameraToggleKeys) { _gameValueService = gameValueService; _tacticalCameraToggleKeys = tacticalCameraToggleKeys; }
public IUserInputHandler CreateUserInputHandler(IKeyHandler keyHandler, IGameValueService gameValueService) { IHotkeyConditionService hotkeyConditionService = _hotkeyConditionServiceFactory.CreateHotkeyConditionService(gameValueService); return(new UserInputHandler(hotkeyConditionService, _keyMapper, keyHandler)); }
public IManualTacticalCameraKeyHandler CreateManualTacticalCameraHandler(IGameValueService gameValueService, IEnumerable <UserInputKey> tacticalCameraToggleKeys) { return(new ManualTacticalCameraKeyHandler(gameValueService, tacticalCameraToggleKeys)); }
public IKeyHandler CreateCameraHeightHandler(IGameValueService gameValueService, CameraHeightKeys cameraHeightKeys, float cameraMovementOffset) { return(new CameraHeightKeyHandler(gameValueService, _actionLoopServiceFactory, cameraHeightKeys, cameraMovementOffset)); }