/// <summary> /// The main entry point for the application. /// </summary> private static void Main(string[] args) { using (var game = new ShooterGame()) { game.Run(); } }
/// <summary> /// The main entry point for the application. /// </summary> static void Main(string[] args) { using (ShooterGame game = new ShooterGame()) { game.Run(); } }
public ShooterGameEditorTarget(TargetInfo Target) : base(Target) { Type = TargetType.Editor; ShooterGame.SetupISPCRules(this); ExtraModuleNames.Add("ShooterGame"); }
static void Main(string[] args) { /* * In this example we are using .net event system to implement * observer pattern. Our bank account raises an event whenever it's balance * has changed so that external subscribers can react accordingly. * This method is very simple and has it's drawbacks - since this environment * is .net core, we are not able to use WeakEventManager which means subscribers * can cause memory leaks if they does not unsubscribe properly. */ var ba = new BankAccount(100); ba.BalanceChanged += AccountBalanceUpdated; ba.Deposit(50); ba.Deposit(150); ba.BalanceChanged -= AccountBalanceUpdated; ba.Deposit(10); WriteLine(ba.Balance); /* * This example uses Reactive Extensions (Rx) library of .Net * and implements IObservable<T> and IObserver<T> to demonstrate * Observer pattern without events. */ var shooter = new ShooterGame(); var enemy1 = new Enemy("Enemy 1"); var enemy2 = new Enemy("Enemy 2"); shooter.AddEnemy(enemy1); shooter.AddEnemy(enemy2); enemy1.Fire(); enemy2.Fire(); shooter.RemoveSubscriptions(); enemy1.Fire(); /* * Rat game exercise */ var game = new Game(); var rat1 = new Rat(game); var rat2 = new Rat(game); WriteLine(rat1); WriteLine(rat2); }
public ShooterGameTarget(TargetInfo Target) : base(Target) { Type = TargetType.Game; bUsesSteam = true; ShooterGame.SetupISPCRules(this); ExtraModuleNames.Add("ShooterGame"); if (Target.Platform == UnrealTargetPlatform.PS4) { GlobalDefinitions.Add("GARLIC_HEAP_SIZE=(2600ULL * 1024 * 1024)"); GlobalDefinitions.Add("ONION_HEAP_SIZE=(200ULL * 1024 * 1024)"); GlobalDefinitions.Add("RESERVED_MEMORY_SIZE=(1ULL * 1024 * 1024)"); GlobalDefinitions.Add("LIBC_MALLOC_SIZE=(32ULL * 1024 * 1024)"); GlobalDefinitions.Add("LIBC_MALLOC_SIZE=(32ULL * 1024 * 1024)"); //for a real game these could be behind a call to a virtual function defined in a partial class in a protected folder also. GlobalDefinitions.Add("UE4_PROJECT_NPTITLEID=NPXX51358_00"); GlobalDefinitions.Add("UE4_PROJECT_NPTITLESECRET=81ae213eafbc64777574955bf921c9be3c60a3bddef70c357d8fe49ad64e0d0402d2249de390174832c5e4098114c93c33705b597cfbe9b1153d58fe9fae1f0de1466daf18ef25d06122cff7c95bde07bc060109e20c865305692dfbf9d7b726460893c4abd86dc9e8fd6b5db7dca4ffd4eefcb1771baccd576109bea862d6d4"); } }
public State(ShooterGame game, ContentManager content) { _game = game; _content = content; }
public HighScoreState(ShooterGame g, ContentManager content) : base(g, content) { }
public MenuState(ShooterGame game, ContentManager content) : base(game, content) { }
// Use this for initialization void Start() { Instance = this; Time.timeScale = 0; }