public void Init(IInitContext context, Settings.Master settings, Settings.Size windowSize)
        {
            this.windowSize = windowSize;
            var scene         = context.ObjectPool.GetObject <BattleScene>();
            var sceneSettings = settings.Battles[0];

            scene.Init(context, sceneSettings, settings.Enemies, settings.Weapons.FromNames(sceneSettings.WeaponNames), windowSize);
            CurrentScene = scene;
        }
Ejemplo n.º 2
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 public void Init(IInitContext context, Settings.Battle settings, Settings.Enemies enemiesSettings, Settings.Weapon[] weaponsSettings, Settings.Size windowSize)
 {
     base.Init(new Point(windowSize.Width, windowSize.Height));
     initContext          = context;
     this.settings        = settings;
     this.weaponsSettings = weaponsSettings;
     Health     = settings.Health;
     Amount     = settings.Amount;
     WeaponPods = new WeaponPod[settings.WeaponPlaces.Length];
     for (int i = 0; i < settings.WeaponPlaces.Length; i++)
     {
         var setting = settings.WeaponPlaces[i];
         var wp      = context.ObjectPool.GetObject <WeaponPod>();
         wp.Init(setting);
         WeaponPods[i] = wp;
     }
     Waves = new EnemyWave[settings.Waves.Length];
     for (int i = 0; i < settings.Waves.Length; i++)
     {
         var setting = settings.Waves[i];
         var wave    = context.ObjectPool.GetObject <EnemyWave>();
         wave.Init(context, setting, enemiesSettings, settings.Paths);
         Waves[i] = wave;
     }
     changeStatusSubscription = context.Dispatcher.Subscribe <ChangeStatusMessage>(OnChangeStatus);
     Status = BattleSceneStatus.Active;
 }