Example #1
0
        public static void Main()
        {
            Console.OutputEncoding = Encoding.UTF8;

            //components graphics
            Components graphicsCardRadeon = new Components("XFX Radeon HD 5450 1GB 64-bit DDR3", 51.22m);
            Components graphicsCardASUS = new Components("ASUS HD6450-SL-1GD3-BRK", 75.00m);
            Components graphicsCardGigabyte = new Components("Gigabyte GV-N660WF2-2GD", 345.00m);

            //Processors
            Components processorIntel = new Components("Intel Celeron G1820", 64.09m);
            Components processorAMD = new Components("AMD A4-Series X2 4020", 78.00m);
            Components processorIntelCorei5 = new Components("Intel Core i5-4460 (6M Cache, up to 3.40 GHz)", 360.00m);

            //Motherboard
            Components motherboardASROCK = new Components("ASROCK AM1B-M", 50.00m);
            Components motherboardASROCK2 = new Components("ASROCK FM2A55M-VG3+", 81.00m);
            Components motherboardASUS = new Components("ASUS GRYPHON Z87", 263.00m);

            //Computers
            Computer computer1 = new Computer("Lenovo", new List<Components> { graphicsCardRadeon, processorIntel, motherboardASROCK });
            Computer computer2 = new Computer("ASUS", new List<Components> { graphicsCardASUS, processorAMD, motherboardASROCK2 });
            Computer computer3 = new Computer("ASUS", new List<Components> { graphicsCardGigabyte, processorIntelCorei5, motherboardASUS });

            List<Computer> computers = new List<Computer> { computer1, computer2, computer3 };

            computers.OrderByDescending(computer => computer.Price).ToList()
                .ForEach(computer => Console.WriteLine(computer.ToString()));
        }
        public static string Render(Components component)
        {
            IRenderTarget renderTarget;
            switch (component)
            {
                case Components.JqGrid:
                    renderTarget = new JqGridRenderer();
                    break;
                case Components.JqueryGlobalization:
                    renderTarget = new JqueryGlobalizationRenderer();
                    break;
                case Components.JqueryUIDatePicker:
                    renderTarget = new JqueryUIDatePickerRenderer();
                    break;
                case Components.JqueryUITimePicker:
                    renderTarget = new JqueryUITimePickerRenderer();
                    break;
                case Components.ckeditor:
                    renderTarget = new ckeditorRenderer();
                    break;

                default:
                    renderTarget = new EmptyRenderer();
                    break;
            }

            return renderTarget.Render(Thread.CurrentThread.CurrentCulture, Thread.CurrentThread.CurrentUICulture);
        }
        DataTable GetStylesheetTable(Components.Settings settings, int portalId)
        {
            var returnValue = new DataTable(DataSetTableName.Stylesheets);

            returnValue.Columns.Add(new DataColumn(StylesheetTableColumn.NameOfSetting, typeof (string)));
            returnValue.Columns.Add(new DataColumn(StylesheetTableColumn.LocalFilePath, typeof (string)));
            returnValue.Columns.Add(new DataColumn(StylesheetTableColumn.Stylesheet, typeof (string)));

            var renderMethod = string.Format("UDT_{0}", settings.RenderingMethod );
            var listScript = renderMethod == SettingName.XslUserDefinedStyleSheet
                                 ? settings.ScriptByRenderingMethod( renderMethod )
                                 : string.Empty;
            if (listScript.Length > 0)
            {
                var row = returnValue.NewRow();
                row[StylesheetTableColumn.NameOfSetting] = SettingName.XslUserDefinedStyleSheet;
                row[StylesheetTableColumn.LocalFilePath] = listScript;
                row[StylesheetTableColumn.Stylesheet] = Utilities.ReadStringFromFile(listScript, portalId);
                returnValue.Rows.Add(row);
            }

            var trackingSkript = settings.TrackingScript;

            if (trackingSkript.Length > 0 && trackingSkript != "[AUTO]")
            {
                var row = returnValue.NewRow();
                row[StylesheetTableColumn.NameOfSetting] = SettingName.TrackingScript;
                row[StylesheetTableColumn.LocalFilePath] = trackingSkript;
                row[StylesheetTableColumn.Stylesheet] = Utilities.ReadStringFromFile(trackingSkript, portalId);
                returnValue.Rows.Add(row);
            }

            return returnValue;
        }
Example #4
0
 public override void Initialize(Game game, SpriteBatch spriteBatch, Components.ICamera2D camera)
 {
     SpriteBatch = spriteBatch;
     DrawRectangle = new Rectangle(0, 0, (int) camera.ViewportWidth, (int) camera.ViewportHeight);
     Texture = new Texture2D(game.GraphicsDevice, 1, 1);
     Texture.SetData(new[] { new Color(255, 255, 255, 0) });
 }
Example #5
0
File: Sword.cs Project: Jake4288/DC
 public Sword(Components.Player player)
 {
     Player = player;
     BaseDamage = 10;
     CollisionPoints.Add(new Vector2(0,10f));
     CollisionPoints.Add(new Vector2(0,50f));
 }
Example #6
0
 /// <summary>
 /// Initializes a new instance of the <see cref="BasicComponentTest"/> class.
 /// </summary>
 public BasicComponentTest()
 {
     this.components = new Components();
     this.logger = new Mock<ILog>();
     this.parametersManager = new Mock<IInternalParametersManager>();
     this.testee = new BasicComponantImplementation(this.components, this.parametersManager.Object, this.logger.Object);
 }
Example #7
0
        static void Main(string[] args)
        {
            var mySearch = new Search();
            List<string> myList= new List<string>();
            myList=mySearch.SplitString("din mor er en mand");

            foreach (string s in myList)
            {
                Console.WriteLine(s);
            }


            var component1 = new Component();
            component1._name = "myComponent";

            var component2 = new Component();
            component2._name = "myComponent";

           var myComponentsList=new List<Component>();
            myComponentsList.Add(component1);
            myComponentsList.Add(component2);
            var myComponents = new Components(myComponentsList);
            Console.WriteLine(myComponents.GetAvaiableQuantity("myComponent"));

        }
Example #8
0
        static void Main(string[] args)
        {
            Components ram1 = new Components("2GB RAM", 20);
            Components ram2 = new Components("6GB RAM", 60);

            Components hdd1 = new Components("1TB HHD", 350);
            Components hdd2 = new Components("250GB HDD", 131);
            Components hdd3 = new Components("2TB SSD", 640);

            Components gpu1 = new Components("No Info", 0);
            Components gpu2 = new Components("ATI Radeon HD 5500", 65);
            Components gpu3 = new Components("NVidia GTX Titan", 650);

            Components cpu1 = new Components("Intel Core i3 2.4 GHz", 65);
            Components cpu2 = new Components("Intel Core i7 4.0 GHz", 315);
            Components cpu3 = new Components("Intel Core i5 3.2 GHz", 135);

            Components motherboard = new Components("Motherboard :AMD",200);
            Components motherboard2 = new Components("Motherboard Intel", 500);

            Computer PC1 = new Computer("PC1", new List<Components>() { ram2, hdd1, gpu1, cpu1,motherboard2 });
            Computer PC2 = new Computer("PC2", new List<Components>() { ram1, hdd2, gpu2, cpu2,motherboard });
            Computer PC3 = new Computer("PC4", new List<Components>() { ram1, hdd3, gpu3, cpu3,motherboard });
            Computer PC4 = new Computer("UnknownTrash");

            List<Computer> myList = new List<Computer>() { PC1, PC2, PC3, PC4 };
            myList = myList.OrderBy(pr => pr.Price).ToList();
            foreach (var pc in myList)
            {
                Console.WriteLine(pc.ToString());
            }
        }
Example #9
0
 internal static void OnComponentMoved(Components.Component c)
 {
     if (onComponentMoved != null)
     {
         onComponentMoved.Invoke(c);
     }
 }
Example #10
0
 /// <summary>
 /// Initializes a new instance of the <see cref="BasicComponent"/> class.
 /// </summary>
 /// <param name="components">The components.</param>
 /// <param name="parametersManager">The parameters manager.</param>
 /// <param name="logger">The logger.</param>
 protected BasicComponent(Components components, IParametersManager parametersManager, ILog logger)
 {
     this.Logger = logger;
     this.components = components;
     this.components.Add(this);
     this.InternalParametersManager = (IInternalParametersManager)parametersManager;
 }
Example #11
0
 /// <summary>
 /// Filter out defunct submissions, null if no non-defunct submissions exist
 /// </summary>
 private Components.Submission GetLatestNonDefunct(Components.Submission.SubmissionList subs)
 {
     foreach (Components.Submission sub in subs) {
         if (sub.Status != Components.Submission.DEFUNCT)
             return sub;
     }
     return null;
 }
Example #12
0
        public override void Initialize(Game game, Microsoft.Xna.Framework.Graphics.SpriteBatch spriteBatch, Components.ICamera2D camera)
        {
            base.Initialize(game, spriteBatch, camera);

            Content.AddAnimationRule("Flash", () => IsShooting);
            Content.AddAnimationRule("botHandDeactivated", () => !IsShooting);
            Content.AddAnimationRule("botHandActivated", () => IsShooting);
        }
 /// <summary>
 /// Constructor that accepts values for all mandatory fields
 /// </summary>
 ///<param name="refId">GUID assigned to this LearningResource.</param>
 ///<param name="language">A Language</param>
 ///<param name="name">Name of learning resource.</param>
 ///<param name="components">A lesson or activity-sized portion of a resource.</param>
 ///
 public LearningResource( string refId, LanguageCode language, string name, Components components )
     : base(Adk.SifVersion, InstrDTD.LEARNINGRESOURCE)
 {
     this.RefId = refId;
     this.SetLanguage( language );
     this.Name = name;
     this.Components = components;
 }
Example #14
0
 public AABB(float x1, float y1, float x2, float y2, Components.Component p)
 {
     this.x1 = x1;
     this.x2 = x2;
     this.y1 = y1;
     this.y2 = y2;
     parent = p;
     SortCoords();
 }
		public override bool SetGlobalMenu (Components.Commands.CommandManager commandManager, string commandMenuAddinPath, string appMenuAddinPath)
		{
			// Only store this information. Release it when creating the main toolbar.
			this.commandManager = commandManager;
			this.commandMenuAddinPath = commandMenuAddinPath;
			this.appMenuAddinPath = appMenuAddinPath;

			return true;
		}
Example #16
0
        public override void Initialize(Microsoft.Xna.Framework.Game game, SpriteBatch spriteBatch, Components.ICamera2D camera)
        {
            camera.FocusedAt = null;
            camera.Position = new Vector2(StartPosition, 0);
            _targetScale = camera.Scale;
            camera.Scale = 1f;

            base.Initialize(game, spriteBatch, camera);
        }
Example #17
0
 public AABB(Vector2 a, Vector2 b, Components.Component p)
 {
     this.x1 = a.X;
     this.y1 = a.Y;
     this.x2 = b.X;
     this.y2 = b.Y;
     parent = p;
     SortCoords();
 }
Example #18
0
        void CreateNewCarts(object sender, Components.GameTimeEventArgs e)
        {
            foreach (var tunnelTile in _tunnelTiles)
            {
                var cart = new Cart(_game);
                cart.Position = tunnelTile.Position - new Vector2(0, cart.BoundingBox.Height - tunnelTile.Dimensions.Y);
                _newCarts.Add(cart);

            }
        }
Example #19
0
        public Settings(ref Components.Settings setting)
        {
            InitializeComponent();

            if (setting != null)
                SettingsComponent = setting;
            else
                SettingsComponent = new Components.Settings();
            loadSettings();
        }
Example #20
0
        internal static void OnComponentPlacedByPlayer(Components.Component c)
        {
            if (c is Components.Properties.ICollidable)
                (c as Components.Properties.ICollidable).RegisterColliders();
            Sound.SoundPlayer.ComponentPlaced();

            if (onComponentPlacedByPlayer != null)
            {
                onComponentPlacedByPlayer.Invoke(c);
            }
        }
Example #21
0
			public Components( Components data )
			{
				CommMode = data.CommMode;
				SelectByte = data.SelectByte;
				
				CommLog = data.CommLog;
				ReceiveStream = data.ReceiveStream;
				
				DutVersion = data.DutVersion;
				DumpData = data.DumpData;
				
			}
        /// <summary>
        /// Adapts the specified experiment into runnable experiment.
        /// Adapt method validates given experiment and builds runnable experiment which is going to be executed by the experiment runner.
        /// During adapation the experiment is validated.
        /// In case of detected error in the experiment, this method returns empty RunnableExperimentBase with no nodes and no edges.
        /// There are several errors that can be detected.
        /// There are nodes connected to start, but not to graph end.
        /// Loops without decisions nodes.
        /// Input mappings are incorrect.
        /// Failed component load or instantiation, especially in case of incorrect configuration values.
        /// </summary>
        /// <param name="experiment">The experiment which is going to be adapted into RunnableExperiment..</param>
        /// <param name="nodesFactory">The nodes factory, by which all nodes in runnable experiment are created..</param>
        /// <param name="library">The library of components.</param>
        /// <param name="workspaceTypeDirectories">The workspace type directories.</param>
        /// <returns>
        /// Runnable experiment that experiment is going to execute, pruned from nodes that are not connected to main flow beginning at Start node. 
        /// In case of detected error in the experiment, this method returns empty RunnableExperimentBase with no nodes and no edges.
        /// </returns>
        public static RunnableExperimentBase Adapt(IExperiment experiment, IRunnableNodeFactory nodesFactory, Components.ComponentsLibrary library, List<string> workspaceTypeDirectories)
        {
            LoggerNameRoot loggerNameRoot = new LoggerNameRoot(experiment.ExperimentInfo.Id);

            // Create the new domain for the runnable experiment with whatever current security evidence we're running with.
            // The components app domain is the app domain which components assemblies are going to be loaded into.

            var helper = new TraceLab.Core.Components.LibraryHelper(workspaceTypeDirectories);
            AppDomain componentsAppDomain = helper.CreateDomain(experiment.ExperimentInfo.Id);

            return Adapt(experiment, loggerNameRoot, nodesFactory, library, workspaceTypeDirectories, componentsAppDomain, new System.Threading.ManualResetEvent(false), true);
        }
Example #23
0
        /// <summary>
        /// Add a component to a pass.  This takes it out of the unsorted layer, and puts it in whatever you specify.
        /// </summary>
        /// <param name="r"></param>
        /// <param name="PassIDs"></param>
        public void AddComponentToPass(Components.IRenderable r, params String[] PassIDs)
        {
            m_RenderPasses["Unsorted"].RemoveComponent(r);

            foreach(String passID in PassIDs)
            {
                if( !m_RenderPasses.ContainsKey(passID) )
                {
                    // Err: Pass doesn't exist, creating default pass.
                    m_RenderPasses.Add(passID, new RenderPass());
                }
                m_RenderPasses[passID].RegisterComponent(r);
            }
        }
        /// <summary>
        /// Adapts the specified experiment into runnable experiment.
        /// Adapt method validates given experiment and builds runnable experiment which is going to be executed by the experiment runner.
        /// During adapation the experiment is validated.
        /// In case of detected error in the experiment, this method returns empty RunnableExperimentBase with no nodes and no edges.
        /// There are several errors that can be detected.
        /// There are nodes connected to start, but not to graph end.
        /// Loops without decisions nodes.
        /// Input mappings are incorrect.
        /// Failed component load or instantiation, especially in case of incorrect configuration values.
        /// </summary>
        /// <param name="experiment">The experiment which is going to be adapted into RunnableExperiment..</param>
        /// <param name="loggerNameRoot">The logger name root - needed so that the logs are specific per experiment and experiment window.</param>
        /// <param name="nodesFactory">The nodes factory, by which all nodes in runnable experiment are created..</param>
        /// <param name="library">The library of components.</param>
        /// <param name="workspaceTypeDirectories">The workspace type directories.</param>
        /// <param name="componentsAppDomain">The components app domain is the app domain which components assemblies are going to be loaded into.</param>
        /// <param name="terminateExperimentExecutionResetEvent">The event that allows signalling termination of the experiment</param>
        /// <returns>
        /// Runnable experiment that experiment is going to execute, pruned from nodes that are not connected to main flow beginning at Start node.
        /// In case of detected error in the experiment, this method returns empty RunnableExperimentBase with no nodes and no edges.
        /// </returns>
        public static RunnableExperimentBase Adapt(IExperiment experiment, LoggerNameRoot loggerNameRoot, IRunnableNodeFactory nodesFactory, 
                                                    Components.ComponentsLibrary library, List<string> workspaceTypeDirectories,
                                                    AppDomain componentsAppDomain, System.Threading.ManualResetEvent terminateExperimentExecutionResetEvent, bool validateInputMapping)
        {
            RunnableExperimentBase runnableExperiment = new RunnableExperiment(nodesFactory, library, componentsAppDomain, terminateExperimentExecutionResetEvent);

            List<ExperimentNode> vertices;
            List<ExperimentNodeConnection> edges;
            bool noErrors = ExperimentValidator.ValidateExperiment(experiment, out vertices, out edges, workspaceTypeDirectories, validateInputMapping, loggerNameRoot);

            if (noErrors)
            {
                foreach (ExperimentNode node in vertices)
                {
                    try
                    {
                        runnableExperiment.AddNode(node.ID, node.Data.Metadata, loggerNameRoot);
                    }
                    catch (TraceLab.Core.Exceptions.IncorrectSubTemplateException ex)
                    {
                        runnableExperiment.Clear();
                        noErrors = false;
                        NLog.LogManager.GetCurrentClassLogger().Error(ex.Message);
                        node.SetError(ex.Message);
                        break;
                    }
                    catch (Exception ex)
                    {
                        runnableExperiment.Clear();
                        noErrors = false;
                        string msg = "Unable to initialize component: " + ex.Message;
                        NLog.LogManager.GetCurrentClassLogger().Error(msg, ex);
                        node.SetError(msg);
                        break;
                    }
                }
            }

            if (noErrors)
            {
                foreach (ExperimentNodeConnection edge in edges)
                {
                    runnableExperiment.AddDirectedEdge(edge.Source.ID, edge.Target.ID);
                }

            } 
            
            return runnableExperiment;
        }
Example #25
0
        /// <summary>
        /// Initializes a new instance of the <see cref="ExperimentFactoryReader"/> class.
        /// </summary>
        /// <param name="library">The library.</param>
        /// <param name="experimentLocationRoot">The experiment location root - it can be null in case the experiment belongs to composite component.</param>
        public ExperimentFactoryReader(Components.IComponentsLibrary library, IEnumerable<IPackageReference> references, string experimentLocationRoot)
        {
            if (library == null)
                throw new ArgumentNullException("library");

            m_library = library.GetPackageAwareLibrary(references);
            m_experimentLocationRoot = experimentLocationRoot;

            //Create our own namespaces for the output
            var ns = new System.Xml.Serialization.XmlSerializerNamespaces();

            //Add an empty namespace and empty value
            ns.Add("", "");

            m_nodeSerializer = TraceLab.Core.Serialization.XmlSerializerFactory.GetSerializer(typeof(SerializedVertexData), null);
            m_nodeSerializerWithSize = TraceLab.Core.Serialization.XmlSerializerFactory.GetSerializer(typeof(SerializedVertexDataWithSize), null);

        }
        //public ModuleSecurity(int moduleId, int tabId, Hashtable settings)
        //{
        //    var moduleController = new ModuleController();
        //    var s = settings ?? moduleController.GetModuleSettings(moduleId);
        //    Settings = new Settings(s);
        //    return this.ModuleSecurity(moduleId, tabId, Settings);
        //}

        public ModuleSecurity(int moduleId, int tabId, Components.Settings settings)
        {
            var moduleController = new ModuleController();
            Settings = settings ?? new Settings(moduleController.GetModuleSettings(moduleId));
            var moduleInfo = moduleController.GetModule(moduleId, tabId);
            if (moduleInfo == null) return;
            var mp = moduleInfo.ModulePermissions;
            _hasEditRowPermission = ModulePermissionController.HasModulePermission(mp, PermissionName.HasEditRowPermission);
            _hasDeleteRowPermission = ModulePermissionController.HasModulePermission(mp, PermissionName.HasDeleteRowPermission);
            _hasAddRowPermission = ModulePermissionController.HasModulePermission(mp,PermissionName.HasAddRowPermission);
            _hasEditPrivateColumnsPermission = ModulePermissionController.HasModulePermission(mp,PermissionName.EditRestricedFieldsPermission);
            _hasShowAllUserDefinedColumnsPermission = ModulePermissionController.HasModulePermission(mp,PermissionName.ShowAllUserDefinedColumnsPermission);
            _canEditModuleContent = ModulePermissionController.CanEditModuleContent(moduleInfo);
            _canManageModule = ModulePermissionController.CanManageModule(moduleInfo);

            _hasViewListPermission = ModulePermissionController.HasModulePermission(mp,
                                                                                    PermissionName.ShowListPermission);
            _isOnlyAllowedToManipulateHisOwnData = Settings.EditOnlyOwnItems;
        }
Example #27
0
			public Components( Components data )
			{
				CommunicationMode = data.CommunicationMode;
				CommPort = data.CommPort;
				CommBaudRate = data.CommBaudRate;
				NetIP = data.NetIP;
				NetPort = data.NetPort;
				Password = data.Password;
				
				CommActiveFlg = data.CommActiveFlg;
				CustomizingModeFlg = data.CustomizingModeFlg;
				CellVisibleFlg = data.CellVisibleFlg;
				ValidMapPath = data.ValidMapPath;
				ValidMapLastWrittenDate = data.ValidMapLastWrittenDate;
				
				MapList = data.MapList;
				ViewSettingList = data.ViewSettingList;
				SettingName = data.SettingName;
				SettingVer = data.SettingVer;
				TargetVer = data.TargetVer;

			}
Example #28
0
        public static bool CanReach(Components.Joint from, Components.Joint to)
        {
            if (from == null || to == null)
                return false;

            Components.Joint t = null;
            Components.Joint[] ta;
            List<Components.Joint> open = new List<Components.Joint>();
            int curOpenInd = 0;
            open.Add(from);
            int i, j;

            while (open.Count > curOpenInd && (t = open[curOpenInd]) != to)
            {
                for (i = 0; i < t.ContainingComponents.Count; i++)//find connections through components
                {
                    ta = t.ContainingComponents[i].FindAccessibleJoints(t);
                    for (j = 0; j < ta.Length; j++)
                        if (!open.Contains(ta[j]))
                            open.Add(ta[j]);
                }

                for (i = 0; i < t.ConnectedWires.Count; i++)//find connections through wire
                    if (t.ConnectedWires[i].Graphics.Visible && t.ConnectedWires[i].IsConnected)
                        if (t.ConnectedWires[i].J1 == t)
                        {
                            if (t.ConnectedWires[i].Direction != Components.Wire.WireDirection.J2ToJ1 && !open.Contains(t.ConnectedWires[i].J2))
                                open.Add(t.ConnectedWires[i].J2);
                        }
                        else
                            if (t.ConnectedWires[i].Direction != Components.Wire.WireDirection.J1ToJ2 && !open.Contains(t.ConnectedWires[i].J1))
                                open.Add(t.ConnectedWires[i].J1);

                curOpenInd++;
            }

            return t == to;
        }
Example #29
0
 /// <summary>
 /// Allows the game to perform any initialization it needs to before starting to run.
 /// This is where it can query for any required services and load any non-graphic
 /// related content.  Calling base.Initialize will enumerate through any components
 /// and initialize them as well.
 /// </summary>
 protected override void Initialize()
 {
     // TODO: Add your initialization logic here
     Components.Add(new TimerComponent(this));
     base.Initialize();
 }
Example #30
0
 public LevelSection(string texture, Rectangle bounds)
 {
     Components.Add(new Spatial(bounds.X, bounds.Y));
     Components.Add(new Renderable(texture, new Rectangle(0, 0, bounds.Width, bounds.Height)));
     Components.Add(new LevelRenderable());
 }
Example #31
0
 /// <summary>
 ///     Returns a list of bodies that are inside the given screen rectangle.
 /// </summary>
 /// <param name="screenRectangle">A rectangle on the screen (in pixls)</param>
 /// <returns>The list of bodies whose screen-space bounding boxes intersect the rectangle.</returns>
 public List <Body> SelectBodies(Rectangle screenRectangle)
 {
     return(Components.SelectRootBodiesOnScreen(screenRectangle, CameraController));
 }
Example #32
0
        public NPP()
            : base("NPP", new Size(400, 400))
        {
            Point center = new Point(200, 200);

            Components.Add(new GaugeImage("{Helios}/Gauges/MiG-21/NPP/deviation_card.xaml", new Rect(145, 145, 110, 110)));

            Components.Add(new GaugeImage("{Helios}/Gauges/MiG-21/NPP/black_blinker.xaml", new Rect(170, 170, 10, 20)));
            Components.Add(new GaugeImage("{Helios}/Gauges/MiG-21/NPP/black_blinker.xaml", new Rect(220, 210, 10, 20)));

            //course (3, K -“kurs”) and glide slope (8, G - “glisada”)
            _kFlagImage = new GaugeImage("{Helios}/Gauges/MiG-21/NPP/k_flag.xaml", new Rect(170, 170, 10, 20));
            Components.Add(_kFlagImage);

            _kFlag          = new HeliosValue(this, new BindingValue(false), "", "Course (K) flag", "White when lit", "True if displayed.", BindingValueUnits.Boolean);
            _kFlag.Execute += KFlag_Execute;
            Actions.Add(_kFlag);

            _gFlagImage = new GaugeImage("{Helios}/Gauges/MiG-21/NPP/g_flag.xaml", new Rect(220, 210, 10, 20));
            Components.Add(_gFlagImage);

            _gFlag          = new HeliosValue(this, new BindingValue(false), "", "Glide (G) flag", "White when lit", "True if displayed.", BindingValueUnits.Boolean);
            _gFlag.Execute += GFlag_Execute;
            Actions.Add(_gFlag);

            _glideslopeDeviationNeedle = new GaugeNeedle("{Helios}/Gauges/MiG-21/NPP/glideslope_deviation_needle.xaml", center, new Size(120, 5), new Point(60, 2.5));
            Components.Add(_glideslopeDeviationNeedle);

            _glideslopeDeviation          = new HeliosValue(this, new BindingValue(1d), "", "Glideslope Deviaiton", "Offset of the glideslope deviation needle from center.", "-1 to 1 where -1 is full down.", BindingValueUnits.Numeric);
            _glideslopeDeviation.Execute += new HeliosActionHandler(GlideslopeDeviation_Execute);
            Actions.Add(_glideslopeDeviation);

            _courseDeviationNeedle = new GaugeNeedle("{Helios}/Gauges/MiG-21/NPP/course_deviation_needle.xaml", center, new Size(5, 120), new Point(3, 60));
            Components.Add(_courseDeviationNeedle);

            _courseDeviation          = new HeliosValue(this, BindingValue.Empty, "", "Course Deviaiton Needle", "Offset of the course deviation needle from center.", "-1 to 1 where -1 is full right.", BindingValueUnits.Numeric);
            _courseDeviation.Execute += new HeliosActionHandler(CourseDeviation_Execute);
            Actions.Add(_courseDeviation);

            Components.Add(new GaugeImage("{Helios}/Gauges/MiG-21/NPP/compass_card_bezel.xaml", new Rect(73, 73, 254, 254)));

            _compassCard = new GaugeNeedle("{Helios}/Gauges/MiG-21/NPP/compass_card.xaml", center, new Size(251, 251), new Point(125.5, 125.5));
            Components.Add(_compassCard);

            _heading          = new HeliosValue(this, BindingValue.Empty, "", "Heading", "Current heading of the aircraft", "", BindingValueUnits.Degrees);
            _heading.Execute += Heading_Execute;
            Actions.Add(_heading);

            _bearingNeedle = new GaugeNeedle("{Helios}/Gauges/MiG-21/NPP/bearing_needle.xaml", center, new Size(42, 238), new Point(21, 128));
            Components.Add(_bearingNeedle);

            _bearing          = new HeliosValue(this, BindingValue.Empty, "", "Bearing", "Current direction the bearing needle is pointing.", "", BindingValueUnits.Degrees);
            _bearing.Execute += Bearing_Execute;
            Actions.Add(_bearing);

            _courseNeedle = new GaugeNeedle("{Helios}/Gauges/MiG-21/NPP/course_needle.xaml", center, new Size(42, 238), new Point(21, 128));
            Components.Add(_courseNeedle);

            _course          = new HeliosValue(this, BindingValue.Empty, "", "Commanded Course", "Current commanded course.", "", BindingValueUnits.Degrees);
            _course.Execute += Course_Execute;
            Actions.Add(_course);

            _innerBezelMarkers = new GaugeNeedle("{Helios}/Gauges/MiG-21/NPP/inner_bezel_markers.xaml", center, new Size(166, 166), new Point(83, 83));
            Components.Add(_innerBezelMarkers);

            Components.Add(new GaugeImage("{Helios}/Gauges/MiG-21/NPP/outer_bezel.xaml", new Rect(0, 0, 400, 400)));
        }
Example #33
0
		public CommProtocol()
		{
			myComponents = new Components();
			
		}
Example #34
0
        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.Black);

            spriteBatch.Begin(SpriteBlendMode.AlphaBlend);

            if (gameState == GameState.SplashScreen)
            {
                Vector2 pos = new Vector2(ScreenWidth / 2, ScreenHeight / 2);
                spriteBatch.Draw(splashscreen,
                                 pos,
                                 null,
                                 Color.White,
                                 0.0f,
                                 new Vector2(splashscreen.Width / 2, splashscreen.Height / 2),
                                 1.0f,
                                 SpriteEffects.None,
                                 1.0f);
            }
            else if (gameState == GameState.GameWin)
            {
                Vector2 pos = new Vector2(ScreenWidth / 2, ScreenHeight / 2);
                spriteBatch.Draw(endscreen,
                                 pos,
                                 null,
                                 Color.White,
                                 0.0f,
                                 new Vector2(endscreen.Width / 2, endscreen.Height / 2),
                                 1.0f,
                                 SpriteEffects.None,
                                 1.0f);
            }
            else
            {
                lvl.Draw(spriteBatch);

                // Get sorted list so UpdateOrder also defines render order
                IEnumerable <GameComponent> sortedComponents = Components.Cast <GameComponent>().OrderBy(gameComponent => gameComponent.UpdateOrder);
                foreach (GameObject gameObject in sortedComponents)
                {
                    if (gameObject != null)
                    {
                        gameObject.Draw(spriteBatch);
                    }
                }

                if (gameState == GameState.LevelWin)
                {
                    Vector2 pos = new Vector2(ScreenWidth / 2, ScreenHeight / 2);
                    spriteBatch.Draw(winLevel,
                                     pos,
                                     null,
                                     Color.White,
                                     0.0f,
                                     new Vector2(winLevel.Width / 2, winLevel.Height / 2),
                                     1.0f,
                                     SpriteEffects.None,
                                     1.0f);
                }
                else if (gameState == GameState.LevelLoose)
                {
                    Vector2 pos = new Vector2(ScreenWidth / 2, ScreenHeight / 2);
                    spriteBatch.Draw(loseLevel,
                                     pos,
                                     null,
                                     Color.White,
                                     0.0f,
                                     new Vector2(loseLevel.Width / 2, loseLevel.Height / 2),
                                     1.0f,
                                     SpriteEffects.None,
                                     1.0f);
                }
            }
            spriteBatch.End();

            base.Draw(gameTime);
        }
Example #35
0
 public Game1()
 {
     graphics      = new GraphicsDeviceManager(this);
     screenManager = Components.Add <ScreenManager>();
 }
        } // AddComponent

        #endregion

        #region Remove Component

        /// <summary>
        /// Removes a component to the game object.
        /// </summary>
        /// <remarks>
        /// A component is not really destroyed, is recycled, it returns to the component pool.
        /// </remarks>
        /// <typeparam name="TComponentType">Component Type</typeparam>
        public override void RemoveComponent <TComponentType>()
        {
            #region Transform

            if (typeof(TComponentType) == typeof(Transform3D))
            {
                throw new ArgumentException("Game Object 3D: Unable to remove the 3D transform component. The transform component can’t be replaced or removed.");
            }
            if (typeof(TComponentType) == typeof(Transform2D))
            {
                throw new ArgumentException("Game Object 3D: Unable to remove the 2D transform component. A 3D Game Object does not work in 2D.");
            }

            #endregion

            #region Model Filter

            if (typeof(TComponentType) == typeof(ModelFilter))
            {
                if (modelFilterAccessor == null)
                {
                    throw new InvalidOperationException("Game Object 3D: Unable to remove the model filter component. There is not one.");
                }
                ModelFilter.Uninitialize();
                Components.Remove(ModelFilter);
                ModelFilter.ComponentPool.Release(modelFilterAccessor);
                ModelFilter         = null;
                modelFilterAccessor = null;
            }

            #endregion

            #region Model Renderer

            if (typeof(TComponentType) == typeof(ModelRenderer))
            {
                if (modelRendererAccessor == null)
                {
                    throw new InvalidOperationException("Game Object 3D: Unable to remove the model renderer component. There is not one.");
                }
                ModelRenderer.Uninitialize();
                Components.Remove(ModelRenderer);
                ModelRenderer.ComponentPool.Release(modelRendererAccessor);
                ModelRenderer         = null;
                modelRendererAccessor = null;
            }

            #endregion

            #region Animation

            if (typeof(TComponentType) == typeof(RootAnimations))
            {
                if (rootAnimationAccessor == null)
                {
                    throw new InvalidOperationException("Game Object 3D: Unable to remove the root animation component. There is not one.");
                }
                RootAnimations.Uninitialize();
                Components.Remove(RootAnimations);
                RootAnimations.ComponentPool.Release(rootAnimationAccessor);
                RootAnimations        = null;
                rootAnimationAccessor = null;
            }
            if (typeof(TComponentType) == typeof(ModelAnimations))
            {
                if (modelAnimationAccessor == null)
                {
                    throw new InvalidOperationException("Game Object 3D: Unable to remove the model animation component. There is not one.");
                }
                ModelAnimations.Uninitialize();
                Components.Remove(ModelAnimations);
                ModelAnimations.ComponentPool.Release(modelAnimationAccessor);
                ModelAnimations        = null;
                modelAnimationAccessor = null;
            }

            #endregion

            #region Camera

            if (typeof(TComponentType) == typeof(Camera))
            {
                if (cameraAccessor == null)
                {
                    throw new InvalidOperationException("Game Object 3D: Unable to remove the camera component. There is not one.");
                }
                Camera.Uninitialize();
                Components.Remove(Camera);
                Camera.ComponentPool.Release(cameraAccessor);
                Camera         = null;
                cameraAccessor = null;
                Camera.SortCamerasByRenderingOrder();
            }

            #endregion

            #region Light

            if (typeof(Light).IsAssignableFrom(typeof(TComponentType)))
            {
                if (Light == null)
                {
                    throw new InvalidOperationException("Game Object 3D: Unable to remove the light component. There is not one.");
                }
                Light.Uninitialize();
                if (typeof(TComponentType) == typeof(DirectionalLight))
                {
                    DirectionalLight.ComponentPool.Release(directionalLightAccessor);
                    directionalLightAccessor = null;
                    DirectionalLight         = null;
                }
                else if (typeof(TComponentType) == typeof(PointLight))
                {
                    PointLight.ComponentPool.Release(pointLightAccessor);
                    pointLightAccessor = null;
                    PointLight         = null;
                }
                else if (typeof(TComponentType) == typeof(SpotLight))
                {
                    SpotLight.ComponentPool.Release(spotLightAccessor);
                    spotLightAccessor = null;
                    SpotLight         = null;
                }
                else
                {
                    throw new InvalidOperationException("Game Object 3D: Unable to remove the light component.");
                }
                Components.Remove(Light);
                Light = null;
            }

            #endregion

            #region Particle Emitter

            if (typeof(TComponentType) == typeof(ParticleEmitter))
            {
                if (particleEmitterAccessor == null)
                {
                    throw new InvalidOperationException("Game Object 3D: Unable to remove the particle emitter component. There is not one.");
                }
                ParticleEmitter.Uninitialize();
                Components.Remove(ParticleEmitter);
                ParticleEmitter.ComponentPool.Release(particleEmitterAccessor);
                ParticleEmitter         = null;
                particleEmitterAccessor = null;
            }

            #endregion

            #region Particle Renderer

            if (typeof(TComponentType) == typeof(ParticleRenderer))
            {
                if (particleRendererAccessor == null)
                {
                    throw new InvalidOperationException("Game Object 3D: Unable to remove the particle renderer component. There is not one.");
                }
                ParticleRenderer.Uninitialize();
                Components.Remove(ParticleRenderer);
                ParticleRenderer.ComponentPool.Release(particleRendererAccessor);
                ParticleRenderer         = null;
                particleRendererAccessor = null;
            }

            #endregion

            #region Script

            if (typeof(Script).IsAssignableFrom(typeof(TComponentType)))
            {
                Component script = XNAFinalEngine.Components.Script.ContainScript <TComponentType>(this);
                if (script == null)
                {
                    throw new ArgumentException("Game Object 3D: Unable to remove the script component. There is not one.");
                }
                script.Uninitialize();
                Components.Remove(script);
                scripts.Remove((Script)script);
            }

            #endregion

            #region Sound Emitter

            if (typeof(TComponentType) == typeof(SoundEmitter))
            {
                if (soundEmitterAccessor == null)
                {
                    throw new InvalidOperationException("Game Object 3D: Unable to remove the sound emitter component. There is not one.");
                }
                SoundEmitter.Uninitialize();
                Components.Remove(SoundEmitter);
                SoundEmitter.ComponentPool.Release(soundEmitterAccessor);
                SoundEmitter         = null;
                soundEmitterAccessor = null;
            }

            #endregion

            #region Sound Listener

            if (typeof(TComponentType) == typeof(SoundListener))
            {
                if (soundListenerAccessor == null)
                {
                    throw new InvalidOperationException("Game Object 3D: Unable to remove the sound listener component. There is not one.");
                }
                SoundListener.Uninitialize();
                Components.Remove(SoundListener);
                SoundListener.ComponentPool.Release(soundListenerAccessor);
                SoundListener         = null;
                soundListenerAccessor = null;
            }

            #endregion

            #region HUD Text

            if (typeof(TComponentType) == typeof(HudText))
            {
                if (hudTextAccessor == null)
                {
                    throw new InvalidOperationException("Game Object 3D: Unable to remove the HUD text component. There is not one.");
                }
                HudText.Uninitialize();
                Components.Remove(HudText);
                HudText.ComponentPool3D.Release(hudTextAccessor);
                HudText         = null;
                hudTextAccessor = null;
            }

            #endregion

            #region HUD Texture

            if (typeof(TComponentType) == typeof(HudTexture))
            {
                if (hudTextureAccessor == null)
                {
                    throw new InvalidOperationException("Game Object 3D: Unable to remove the HUD texture component. There is not one.");
                }
                HudTexture.Uninitialize();
                Components.Remove(HudTexture);
                HudTexture.ComponentPool3D.Release(hudTextureAccessor);
                HudTexture         = null;
                hudTextureAccessor = null;
            }

            #endregion

            #region Line Renderer

            if (typeof(TComponentType) == typeof(LineRenderer))
            {
                if (lineRendererAccessor == null)
                {
                    throw new InvalidOperationException("Game Object 3D: Unable to remove the line renderer component. There is not one.");
                }
                LineRenderer.Uninitialize();
                Components.Remove(LineRenderer);
                LineRenderer.ComponentPool3D.Release(lineRendererAccessor);
                LineRenderer         = null;
                lineRendererAccessor = null;
            }

            #endregion

            #region Rigid Body

            if (typeof(TComponentType) == typeof(RigidBody))
            {
                if (rigidBodyAccessor == null)
                {
                    throw new InvalidOperationException("Game Object 3D: Unable to remove the rigid body component. There is not one.");
                }
                RigidBody.Uninitialize();
                Components.Remove(RigidBody);
                RigidBody.ComponentPool.Release(rigidBodyAccessor);
                RigidBody         = null;
                rigidBodyAccessor = null;
            }

            #endregion

            #region Static Collider

            if (typeof(TComponentType) == typeof(StaticCollider))
            {
                if (staticColliderAccessor == null)
                {
                    throw new InvalidOperationException("Game Object 3D: Unable to remove the static collider component. There is not one.");
                }
                StaticCollider.Uninitialize();
                Components.Remove(StaticCollider);
                StaticCollider.ComponentPool.Release(staticColliderAccessor);
                StaticCollider         = null;
                staticColliderAccessor = null;
            }

            #endregion
        } // RemoveComponent
Example #37
0
 public static void Release(ref Components components)
 {
     PoolClass <Components> .Recycle(ref components);
 }
 /// <summary>
 /// Sets the role instance count
 /// </summary>
 /// <param name="paths">The service paths</param>
 /// <param name="roleName">The name of the role to change its instance count</param>
 /// <param name="instances"></param>
 public void SetRoleInstances(CloudProjectPathInfo paths, string roleName, int instances)
 {
     Components.SetRoleInstances(roleName, instances);
     Components.Save(paths);
 }
 /// <summary>
 /// Sets the role VMSize
 /// </summary>
 /// <param name="paths">The service paths</param>
 /// <param name="roleName">The name of the role to change its vm size</param>
 /// <param name="VMSize">The new role vm size</param>
 public void SetRoleVMSize(CloudProjectPathInfo paths, string roleName, string VMSize)
 {
     Components.SetRoleVMSize(roleName, VMSize);
     Components.Save(paths);
 }
Example #40
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: use this.Content to load your game content here
            walls.LoadContent(Content);

            var spritesheet = Content.Load <Texture2D>("character");

            player = new Player(spritesheet, this);


            // Parallax Implementation START
            // Load Textures
            var backgroundTexture = Content.Load <Texture2D>("background");
            var starsTexture      = Content.Load <Texture2D>("stars");
            var farPlanetsTexture = Content.Load <Texture2D>("farPlanets");
            var bigPlanetTexture  = Content.Load <Texture2D>("bigPlanet");
            var ringPlanetTexture = Content.Load <Texture2D>("ringPlanet");

            var mazeTexture = Content.Load <Texture2D>("wall");

            var font = Content.Load <SpriteFont>("Calibri");

            // Create corresponding StaticSprites
            var backgroundSprite = new StaticSprite(backgroundTexture, new Vector2(0, 0));
            var starsSprite      = new StaticSprite(starsTexture, new Vector2(0, 0));
            var farPlanetsSprite = new StaticSprite(farPlanetsTexture, new Vector2(100, 200));
            var bigPlanetSprite  = new StaticSprite(bigPlanetTexture, new Vector2(300, 300));
            var ringPlanetSprite = new StaticSprite(ringPlanetTexture, new Vector2(800, 200));

            var mazeSprites = new List <StaticSprite>();

            foreach (BoundingRectangle wall in walls.Maze)
            {
                // set staticsprite for each wall of the maze and give it corresponding position (mazeTexture, wall.Position)
                var position = new Vector2(wall.X, wall.Y);
                var sprite   = new StaticSprite(mazeTexture, position, wall.Width, wall.Height);

                mazeSprites.Add(sprite);
            }

            var offset = new Vector2(750, 500);

            offset.X -= player.bounds.X;
            offset.Y -= player.bounds.Y;

            var textOffset1 = offset * -1;

            textOffset1.X += 5;
            textOffset1.Y += 5;
            var textOffset2 = offset * -1;

            textOffset2.X += 5;
            textOffset2.Y += 35;

            var fontSpriteFont1 = new FontSpriteTest(font, "Reach the goal in the bottom-right corner using the arrow keys (or WASD keys)", textOffset1, this.player);
            var fontSpriteFont2 = new FontSpriteTest(font, "Don't touch the walls", textOffset2, this.player);


            // Create corresponding Parallax Layers
            var backgroundLayer = new ParallaxLayer(this);
            var starsLayer      = new ParallaxLayer(this);
            var farPlanetsLayer = new ParallaxLayer(this);
            var bigPlanetLayer  = new ParallaxLayer(this);
            var playerLayer     = new ParallaxLayer(this);
            var ringPlanetLayer = new ParallaxLayer(this);

            var mazeLayer = new ParallaxLayer(this);

            foreach (var sprite in mazeSprites)
            {
                mazeLayer.Sprites.Add(sprite);
            }

            var fontLayer = new ParallaxLayer(this);

            // Add sprites to corresponding layers
            backgroundLayer.Sprites.Add(backgroundSprite);
            starsLayer.Sprites.Add(starsSprite);
            farPlanetsLayer.Sprites.Add(farPlanetsSprite);
            bigPlanetLayer.Sprites.Add(bigPlanetSprite);
            playerLayer.Sprites.Add(player);
            ringPlanetLayer.Sprites.Add(ringPlanetSprite);

            fontLayer.Sprites.Add(fontSpriteFont1);
            fontLayer.Sprites.Add(fontSpriteFont2);

            if (player.gameState == GameState.Over)
            {
                var textOffsetGameOver = offset * -1;
                textOffsetGameOver.X += 750;
                textOffsetGameOver.Y += 500;
                var fontSpriteFont3 = new FontSpriteTest(font, "Game Over", textOffsetGameOver, this.player);
                fontLayer.Sprites.Add(fontSpriteFont3);
            }
            else if (player.gameState == GameState.Win)
            {
                var textOffsetWin = offset * -1;
                textOffsetWin.X += 750;
                textOffsetWin.Y += 500;
                var fontSpriteFont3 = new FontSpriteTest(font, "You Win", textOffsetWin, this.player);
                fontLayer.Sprites.Add(fontSpriteFont3);
            }

            // Create Draw Order (back to front)
            backgroundLayer.DrawOrder = 0;
            starsLayer.DrawOrder      = 1;
            farPlanetsLayer.DrawOrder = 2;
            bigPlanetLayer.DrawOrder  = 3;
            ringPlanetLayer.DrawOrder = 4;
            playerLayer.DrawOrder     = 5;

            mazeLayer.DrawOrder = 5;

            fontLayer.DrawOrder = 6;

            // Add parallax layers to components
            Components.Add(backgroundLayer);
            Components.Add(starsLayer);
            Components.Add(farPlanetsLayer);
            Components.Add(bigPlanetLayer);
            Components.Add(playerLayer);
            Components.Add(ringPlanetLayer);

            Components.Add(mazeLayer);

            Components.Add(fontLayer);



            // SCROLLING WITH PLAYER (PART 8 IN LAB TUTORIAL)
            backgroundLayer.ScrollController = new PlayerTrackingScrollController(player, 0.1f);
            starsLayer.ScrollController      = new PlayerTrackingScrollController(player, 0.2f);
            farPlanetsLayer.ScrollController = new PlayerTrackingScrollController(player, 0.3f);
            bigPlanetLayer.ScrollController  = new PlayerTrackingScrollController(player, 0.4f);
            playerLayer.ScrollController     = new PlayerTrackingScrollController(player, 1.0f);
            ringPlanetLayer.ScrollController = new PlayerTrackingScrollController(player, 0.5f);

            mazeLayer.ScrollController = new PlayerTrackingScrollController(player, 1.0f);
            fontLayer.ScrollController = new PlayerTrackingScrollController(player, 1.0f);
        }
Example #41
0
        public void Update()
        {
            MouseState    mouse    = Mouse.GetState();
            KeyboardState keyboard = Keyboard.GetState();

            if (!Enabled)
            {
                return;
            }

            if (keyboard.IsKeyDown(Keys.LeftAlt) || keyboard.IsKeyDown(Keys.RightAlt))
            {
                BoxYOffset    += (float)(mouse.ScrollWheelValue - LastMouseWheel) * 0.01f;
                LastMouseWheel = mouse.ScrollWheelValue;
            }
            else
            {
                LastMouseWheel = mouse.ScrollWheelValue;
            }

            MouseOverTimer.Update(DwarfTime.LastTime);
            if (MouseOverTimer.HasTriggered)
            {
                List <Body> selected = SelectBodies(new Rectangle(mouse.X - 10, mouse.Y - 10, 20, 20));

                if (selected.Count > 0)
                {
                    OnMouseOver(selected);
                }
            }

            if (isLeftPressed)
            {
                if (mouse.LeftButton == ButtonState.Released)
                {
                    isLeftPressed   = false;
                    SelectionBuffer = Components.SelectRootBodiesOnScreen(SelectionRectangle, CameraController);
                    LeftReleased.Invoke();
                }
                else
                {
                    Vector3 screenPoint = CameraController.Project(ClickPoint3D);
                    ClickPoint = new Point((int)screenPoint.X, (int)screenPoint.Y);
                    UpdateSelectionRectangle(mouse.X, mouse.Y);
                }
            }
            else if (mouse.LeftButton == ButtonState.Pressed)
            {
                isLeftPressed      = true;
                ClickPoint         = new Point(mouse.X, mouse.Y);
                ClickPoint3D       = PlayState.CursorLightPos;
                SelectionRectangle = new Rectangle(mouse.X, mouse.Y, 0, 0);
            }

            if (AllowRightClickSelection)
            {
                if (isRightPressed)
                {
                    if (mouse.RightButton == ButtonState.Released)
                    {
                        isRightPressed  = false;
                        SelectionBuffer = Components.SelectRootBodiesOnScreen(SelectionRectangle, CameraController);
                        RightReleased.Invoke();
                    }
                    else
                    {
                        Vector3 screenPoint = CameraController.Project(ClickPoint3D);
                        ClickPoint = new Point((int)screenPoint.X, (int)screenPoint.Y);
                        UpdateSelectionRectangle(mouse.X, mouse.Y);
                    }
                }
                else if (mouse.RightButton == ButtonState.Pressed)
                {
                    isRightPressed     = true;
                    ClickPoint         = new Point(mouse.X, mouse.Y);
                    ClickPoint3D       = PlayState.CursorLightPos;
                    SelectionRectangle = new Rectangle(mouse.X, mouse.Y, 0, 0);
                }
            }
        }
Example #42
0
        private void InitializePhyics()
        {
            this.IsMouseVisible = false;
            world = new PhysicsSystem();
            world.CollisionSystem = new CollisionSystemSAP();
            world.Gravity         = new Vector3(0, -400, 0);

            intro introduction = new intro(this, "cloudMap");

            c1 = new Character(this, new Vector3(0, 650, 40), Vector3.One);

            _navMesh = new NavMesh(this, "navMesh");

            PistolGun  pistol  = new PistolGun(this, new Vector3(19, -15, 10));
            MachineGun machine = new MachineGun(this, new Vector3(20, -15, 20));
            Knife      knife   = new Knife(this, new Vector3(17, -15, 10));

            Overlay hud       = new Overlay(this, GraphicsDevice);
            Overlay crosshair = new Overlay(this, GraphicsDevice);

            boxtest b1 = new boxtest(this, "box", new Vector3(0, 10, 20), new Vector3(10, 10, 10), false);

            b1.TakesDamage = true;
            b1.CurLife     = 100;

            Room room = new Room(this, Vector3.Down * 63, Vector3.One);

            _camera            = new Camera(this, c1, 10.0f, 6 / 8f);
            _camera.Lookat     = c1.Body.Position;
            _camera.CameraMode = Camera.CameraModes.FIRST_PERSON;

            SkyDome sky = new SkyDome(this, "dome", "white", Vector3.Up * -150, new Vector3(390, 8500, 390));

            introduction.DrawOrder = 500;

            squid        s;
            BillBoarding billy = new BillBoarding(this, "explosionSpriteSheet", new Vector3(0, -40, 0), Vector2.One, new Vector2(5, 5), 50f);

            Components.Add(billy);

            for (int i = 0; i < 0; i++)
            {
                s = new squid(this, "cone2", new Vector3(r.Next(-500, 500), r.Next(0, 800), r.Next(-500, 500)), Vector3.One, 50, 50);
                Components.Add(s);
            }

            hud.DrawOrder       = 2;
            crosshair.DrawOrder = 2;
            Components.Add(_navMesh);
            Components.Add(introduction);
            Components.Add(_camera);
            Components.Add(sky);
            Components.Add(hud);
            Components.Add(crosshair);

            Components.Add(pistol);
            Components.Add(machine);
            Components.Add(knife);
            Components.Add(b1);
            Components.Add(c1);

            Components.Add(room);

            c1.PickUpWeapon(pistol);
            c1.PickUpWeapon(machine);
            c1.PickUpWeapon(knife);
        }
Example #43
0
        public PheggPlayer(GameObject player)
        {
            if (player == null)
            {
                throw new Exception("Cannot create PheggPlayer from null game object");
            }
            else if (player.GetComponent <CharacterClassManager>().isLocalPlayer)
            {
                Base.Debug("Cannot create PheggPlayer for server");
                return;
            }
            else
            {
                try
                {
                    #region components
                    _CharacterClassManager = player.GetComponent <CharacterClassManager>();
                    _serverRoles           = player.GetComponent <ServerRoles>();
                    _nicknameSync          = player.GetComponent <NicknameSync>();
                    _queryProcessor        = player.GetComponent <QueryProcessor>();
                    _handcuffs             = player.GetComponent <Handcuffs>();
                    _playerStats           = player.GetComponent <PlayerStats>();
                    _ammoBox           = player.GetComponent <AmmoBox>();
                    _inventory         = player.GetComponent <Inventory>();
                    _plyMovementSync   = player.GetComponent <PlayerMovementSync>();
                    _banPlayer         = player.GetComponent <BanPlayer>();
                    _networkConnection = player.GetComponent <NetworkConnection>();
                    _broadcast         = player.GetComponent <Broadcast>();
                    #endregion

                    name      = _nicknameSync.MyNick;
                    nameClean = _filterNames.Replace(name, string.Empty);
                    userId    = _CharacterClassManager.UserId;
                    domain    = _CharacterClassManager.UserId.Split('@')[1].ToUpper();
                    ipAddress = _nicknameSync.connectionToClient.address;
                    playerId  = _queryProcessor.PlayerId;

                    gameObject = player;

                    commonComponents = new Components
                    {
                        ccm = _CharacterClassManager,
                        sr  = _serverRoles,
                        ns  = _nicknameSync,
                        qp  = _queryProcessor,
                        hc  = _handcuffs,
                        ps  = _playerStats,
                        ab  = _ammoBox,
                        inv = _inventory,
                        pms = _plyMovementSync,
                        bp  = _banPlayer,
                        nc  = _networkConnection,
                        bc  = _broadcast
                    };
                }
                catch (Exception e)
                {
                    throw new Exception(e.ToString());
                }
            }
        }
Example #44
0
 public void RemoveComponent(IUValueComponent component)
 {
     Components.Remove(component);
 }
Example #45
0
 protected override void Initialize()
 {
     Components.Add(gameConsole = new GameConsole(this));
     base.Initialize();
 }
Example #46
0
        protected override void Initialize()
        {
            #region ロギング

            logger.Info("Initialize");

            EnvironmentLog.Info();
            GraphicsAdapterLog.Info();

            #endregion

            #region FPS カウンタ

            var fpsCounter = new FpsCounter(this);
            fpsCounter.Content.RootDirectory = "Content";
            fpsCounter.HorizontalAlignment   = DebugHorizontalAlignment.Right;
            fpsCounter.SampleSpan            = TimeSpan.FromSeconds(2);
            //fpsCounter.Enabled = false;
            //fpsCounter.Visible = false;
            Components.Add(fpsCounter);

            #endregion

            #region タイム ルーラ

            timeRuler = new TimeRuler(this);
            timeRuler.BackgroundColor = Color.Black;
            timeRuler.Visible         = false;
            Components.Add(timeRuler);

            #endregion

            #region モニタ

            monitorListener = new TimeRulerMonitorListener(timeRuler);
            Instrument.Listeners.Add(monitorListener);

            int barIndex = 0;

            monitorListener.CreateMarker(InstrumentUpdate, barIndex, Color.White);

            barIndex++;
            monitorListener.CreateMarker(PartitionManager.InstrumentUpdate, barIndex, Color.Cyan);
            barIndex++;
            monitorListener.CreateMarker(PartitionManager.InstrumentCheckPassivations, barIndex, Color.Orange);
            monitorListener.CreateMarker(PartitionManager.InstrumentCheckActivations, barIndex, Color.Green);
            monitorListener.CreateMarker(PartitionManager.InstrumentPassivate, barIndex, Color.Red);
            barIndex++;
            monitorListener.CreateMarker(ChunkManager.InstrumentProcessProcessBuildVerticesRequests, barIndex, Color.Green);
            barIndex++;
            monitorListener.CreateMarker(ChunkManager.InstrumentProcessChunkTaskRequests, barIndex, Color.Yellow);
            barIndex++;
            monitorListener.CreateMarker(ChunkManager.InstrumentUpdateMeshBuffers, barIndex, Color.Magenta);

            barIndex++;
            monitorListener.CreateMarker(RegionManager.InstrumentUpdate, barIndex, Color.White);

            barIndex++;
            monitorListener.CreateMarker(InstrumentDraw, barIndex, Color.White);

            barIndex++;
            monitorListener.CreateMarker(SceneManager.InstrumentDraw, barIndex, Color.Cyan);
            barIndex++;
            monitorListener.CreateMarker(SceneManager.InstrumentDrawShadowMap, barIndex, Color.Cyan);
            monitorListener.CreateMarker(SceneManager.InstrumentDrawScene, barIndex, Color.Orange);
            monitorListener.CreateMarker(SceneManager.InstrumentOcclusionQuery, barIndex, Color.Green);
            monitorListener.CreateMarker(SceneManager.InstrumentDrawSceneObjects, barIndex, Color.Red);
            monitorListener.CreateMarker(SceneManager.InstrumentDrawParticles, barIndex, Color.Yellow);
            monitorListener.CreateMarker(SceneManager.InstrumentPostProcess, barIndex, Color.Magenta);

            #endregion

            #region テクスチャ ディスプレイ

            textureDisplay         = new TextureDisplay(this);
            textureDisplay.Visible = false;
            Components.Add(textureDisplay);

            #endregion

            base.Initialize();
        }
Example #47
0
 public void Dispose()
 {
     Components.Clear();
     InternalCache[Type].Enqueue((IList)Components);
 }
Example #48
0
        public override void Init(MyObjectBuilder_CubeBlock objectBuilder, MyCubeGrid cubeGrid)
        {
            SyncFlag = true;

            base.Init(objectBuilder, cubeGrid);

            var builder = (MyObjectBuilder_OxygenTank)objectBuilder;

            IsStockpiling = builder.IsStockpiling;

            InitializeConveyorEndpoint();

            NeedsUpdate |= MyEntityUpdateEnum.EACH_100TH_FRAME;

            if (MyFakes.ENABLE_INVENTORY_FIX)
            {
                FixSingleInventory();

                if (this.GetInventory() != null)
                {
                    this.GetInventory().Constraint = BlockDefinition.InputInventoryConstraint;
                }
            }

            if (this.GetInventory() == null)
            {
                MyInventory inventory = new MyInventory(BlockDefinition.InventoryMaxVolume, BlockDefinition.InventorySize, MyInventoryFlags.CanReceive);
                inventory.Constraint = BlockDefinition.InputInventoryConstraint;
                Components.Add <MyInventoryBase>(inventory);
                inventory.Init(builder.Inventory);
            }
            Debug.Assert(this.GetInventory().Owner == this, "Ownership was not set!");

            m_autoRefill = builder.AutoRefill;

            var sourceDataList = new List <MyResourceSourceInfo>
            {
                new MyResourceSourceInfo {
                    ResourceTypeId = BlockDefinition.StoredGasId, DefinedOutput = 0.05f * BlockDefinition.Capacity
                },
            };

            SourceComp.Init(BlockDefinition.ResourceSourceGroup, sourceDataList);
            SourceComp.OutputChanged += Source_OutputChanged;

            SourceComp.Enabled = Enabled;

            var sinkDataList = new List <MyResourceSinkInfo>
            {
                new MyResourceSinkInfo {
                    ResourceTypeId = MyResourceDistributorComponent.ElectricityId, MaxRequiredInput = BlockDefinition.OperationalPowerConsumption, RequiredInputFunc = ComputeRequiredPower
                },
                new MyResourceSinkInfo {
                    ResourceTypeId = BlockDefinition.StoredGasId, MaxRequiredInput = Capacity, RequiredInputFunc = ComputeRequiredGas
                },
            };

            ResourceSink.Init(
                BlockDefinition.ResourceSinkGroup,
                sinkDataList);
            ResourceSink.IsPoweredChanged    += PowerReceiver_IsPoweredChanged;
            ResourceSink.CurrentInputChanged += Sink_CurrentInputChanged;

            m_lastOutputUpdateTime = MySession.Static.GameplayFrameCounter;
            m_lastInputUpdateTime  = MySession.Static.GameplayFrameCounter;
            m_nextGasTransfer      = 0f;

            ChangeFilledRatio(builder.FilledRatio);
            ResourceSink.Update();

            AddDebugRenderComponent(new Components.MyDebugRenderComponentDrawConveyorEndpoint(m_conveyorEndpoint));

            SlimBlock.ComponentStack.IsFunctionalChanged += ComponentStack_IsFunctionalChanged;
            IsWorkingChanged += MyOxygenTank_IsWorkingChanged;
        }
        } // DisposeManagedResources

        #endregion

        #region Add Component

        /// <summary>
        /// Adds a component of type TComponentType to the game object.
        /// </summary>
        /// <typeparam name="TComponentType">Component Type</typeparam>
        public override Component AddComponent <TComponentType>()
        {
            Component result = null;

            #region Transform

            // Get from a pool or create the component.
            if (typeof(TComponentType) == typeof(Transform3D))
            {
                throw new ArgumentException("Game Object 3D: Unable to create the 3D transform component. The transform component can’t be replaced or removed.");
            }
            if (typeof(TComponentType) == typeof(Transform2D))
            {
                throw new ArgumentException("Game Object 3D: Unable to create the 2D transform component. A 3D Game Object does not work in 2D.");
            }

            #endregion

            #region Model Filter

            if (typeof(TComponentType) == typeof(ModelFilter))
            {
                if (modelFilterAccessor != null)
                {
                    throw new ArgumentException("Game Object 3D: Unable to create the model filter component. There is one already.");
                }
                // Search for an empty component in the pool.
                modelFilterAccessor = ModelFilter.ComponentPool.Fetch();
                // A component is a reference value, so no problem to do this.
                ModelFilter = ModelFilter.ComponentPool[modelFilterAccessor];
                // Initialize the component to the default values.
                ModelFilter.Initialize(this);
                result = ModelFilter;
            }

            #endregion

            #region Model Renderer

            if (typeof(TComponentType) == typeof(ModelRenderer))
            {
                if (modelRendererAccessor != null)
                {
                    throw new ArgumentException("Game Object 3D: Unable to create the model renderer component. There is one already.");
                }
                // Search for an empty component in the pool.
                modelRendererAccessor = ModelRenderer.ComponentPool.Fetch();
                // A component is a reference value, so no problem to do this.
                ModelRenderer = ModelRenderer.ComponentPool[modelRendererAccessor];
                // Initialize the component to the default values.
                ModelRenderer.Initialize(this);
                result = ModelRenderer;
            }

            #endregion

            #region Root Animation

            if (typeof(TComponentType) == typeof(RootAnimations))
            {
                if (rootAnimationAccessor != null)
                {
                    throw new ArgumentException("Game Object 3D: Unable to create the root animation component. There is one already.");
                }
                // Search for an empty component in the pool.
                rootAnimationAccessor = RootAnimations.ComponentPool.Fetch();
                // A component is a reference value, so no problem to do this.
                RootAnimations = RootAnimations.ComponentPool[rootAnimationAccessor];
                // Initialize the component to the default values.
                RootAnimations.Initialize(this);
                result = RootAnimations;
            }

            #endregion

            #region Model Animation

            if (typeof(TComponentType) == typeof(ModelAnimations))
            {
                if (modelAnimationAccessor != null)
                {
                    throw new ArgumentException("Game Object 3D: Unable to create the model animation component. There is one already.");
                }
                // Search for an empty component in the pool.
                modelAnimationAccessor = ModelAnimations.ComponentPool.Fetch();
                // A component is a reference value, so no problem to do this.
                ModelAnimations = ModelAnimations.ComponentPool[modelAnimationAccessor];
                // Initialize the component to the default values.
                ModelAnimations.Initialize(this);
                result = ModelAnimations;
            }

            #endregion

            #region Camera

            if (typeof(TComponentType) == typeof(Camera))
            {
                if (cameraAccessor != null)
                {
                    throw new ArgumentException("Game Object 3D: Unable to create the camera component. There is one already.");
                }
                // Search for an empty component in the pool.
                cameraAccessor = Camera.ComponentPool.Fetch();
                // A component is a reference value, so no problem to do this.
                Camera = Camera.ComponentPool[cameraAccessor];
                // Initialize the component to the default values.
                Camera.Initialize(this);
                result = Camera;
            }

            #endregion

            #region Light

            if (typeof(Light).IsAssignableFrom(typeof(TComponentType)))
            {
                if (Light != null)
                {
                    throw new ArgumentException("Game Object 3D: Unable to create the light component. There is one already.");
                }
                if (typeof(TComponentType) == typeof(DirectionalLight))
                {
                    // Search for an empty component in the pool.
                    directionalLightAccessor = DirectionalLight.ComponentPool.Fetch();
                    // A component is a reference value, so no problem to do this.
                    Light            = DirectionalLight.ComponentPool[directionalLightAccessor];
                    DirectionalLight = DirectionalLight.ComponentPool[directionalLightAccessor];
                }
                else if (typeof(TComponentType) == typeof(PointLight))
                {
                    // Search for an empty component in the pool.
                    pointLightAccessor = PointLight.ComponentPool.Fetch();
                    // A component is a reference value, so no problem to do this.
                    Light      = PointLight.ComponentPool[pointLightAccessor];
                    PointLight = PointLight.ComponentPool[pointLightAccessor];
                }
                else if (typeof(TComponentType) == typeof(SpotLight))
                {
                    // Search for an empty component in the pool.
                    spotLightAccessor = SpotLight.ComponentPool.Fetch();
                    // A component is a reference value, so no problem to do this.
                    Light     = SpotLight.ComponentPool[spotLightAccessor];
                    SpotLight = SpotLight.ComponentPool[spotLightAccessor];
                }
                else
                {
                    throw new ArgumentException("Game Object 3D: Unable to create the light component.");
                }
                // Initialize the component to the default values.
                Light.Initialize(this);
                result = Light;
            }

            #endregion

            #region Particle Emitter

            if (typeof(ParticleEmitter).IsAssignableFrom(typeof(TComponentType)))
            {
                if (ParticleEmitter != null)
                {
                    throw new ArgumentException("Game Object 3D: Unable to create the particle emitter component. There is one already.");
                }
                // Search for an empty component in the pool.
                particleEmitterAccessor = ParticleEmitter.ComponentPool.Fetch();
                // A component is a reference value, so no problem to do this.
                ParticleEmitter = ParticleEmitter.ComponentPool[particleEmitterAccessor];
                // Initialize the component to the default values.
                ParticleEmitter.Initialize(this);
                result = ParticleEmitter;
            }

            #endregion

            #region Particle Renderer

            if (typeof(TComponentType) == typeof(ParticleRenderer))
            {
                if (particleRendererAccessor != null)
                {
                    throw new ArgumentException("Game Object 3D: Unable to create the particle renderer component. There is one already.");
                }
                // Search for an empty component in the pool.
                particleRendererAccessor = ParticleRenderer.ComponentPool.Fetch();
                // A component is a reference value, so no problem to do this.
                ParticleRenderer = ParticleRenderer.ComponentPool[particleRendererAccessor];
                // Initialize the component to the default values.
                ParticleRenderer.Initialize(this);
                result = ParticleRenderer;
            }

            #endregion

            #region Script

            if (typeof(Script).IsAssignableFrom(typeof(TComponentType)))
            {
                Component script = XNAFinalEngine.Components.Script.ContainScript <TComponentType>(this);
                if (script != null)
                {
                    throw new ArgumentException("Game Object 3D: Unable to create the script component. There is one already.");
                }
                script = XNAFinalEngine.Components.Script.FetchScript <TComponentType>();
                if (script == null)
                {
                    script = new TComponentType();
                    XNAFinalEngine.Components.Script.ScriptList.Add((Script)script);
                }
                script.Initialize(this);
                scripts.Add((Script)script);
                result = script;
            }

            #endregion

            #region Sound Emitter

            if (typeof(TComponentType) == typeof(SoundEmitter))
            {
                if (soundEmitterAccessor != null)
                {
                    throw new ArgumentException("Game Object 3D: Unable to create the sound emitter component. There is one already.");
                }
                // Search for an empty component in the pool.
                soundEmitterAccessor = SoundEmitter.ComponentPool.Fetch();
                // A component is a reference value, so no problem to do this.
                SoundEmitter = SoundEmitter.ComponentPool[soundEmitterAccessor];
                // Initialize the component to the default values.
                SoundEmitter.Initialize(this);
                result = SoundEmitter;
            }

            #endregion

            #region Sound Listener

            if (typeof(TComponentType) == typeof(SoundListener))
            {
                if (soundListenerAccessor != null)
                {
                    throw new ArgumentException("Game Object 3D: Unable to create the sound listener component. There is one already.");
                }
                // Search for an empty component in the pool.
                soundListenerAccessor = SoundListener.ComponentPool.Fetch();
                // A component is a reference value, so no problem to do this.
                SoundListener = SoundListener.ComponentPool[soundListenerAccessor];
                // Initialize the component to the default values.
                SoundListener.Initialize(this);
                result = SoundListener;
            }

            #endregion

            #region HUD Text

            if (typeof(TComponentType) == typeof(HudText))
            {
                if (hudTextAccessor != null)
                {
                    throw new ArgumentException("Game Object 3D: Unable to create the HUD text component. There is one already.");
                }
                // Search for an empty component in the pool.
                hudTextAccessor = HudText.ComponentPool3D.Fetch();
                // A component is a reference value, so no problem to do this.
                HudText = HudText.ComponentPool3D[hudTextAccessor];
                // Initialize the component to the default values.
                HudText.Initialize(this);
                result = HudText;
            }

            #endregion

            #region HUD Texture

            if (typeof(TComponentType) == typeof(HudTexture))
            {
                if (hudTextureAccessor != null)
                {
                    throw new ArgumentException("Game Object 3D: Unable to create the HUD texture component. There is one already.");
                }
                // Search for an empty component in the pool.
                hudTextureAccessor = HudTexture.ComponentPool3D.Fetch();
                // A component is a reference value, so no problem to do this.
                HudTexture = HudTexture.ComponentPool3D[hudTextureAccessor];
                // Initialize the component to the default values.
                HudTexture.Initialize(this);
                result = HudTexture;
            }

            #endregion

            #region Line Renderer

            if (typeof(TComponentType) == typeof(LineRenderer))
            {
                if (lineRendererAccessor != null)
                {
                    throw new ArgumentException("Game Object 3D: Unable to create the line renderer component. There is one already.");
                }
                // Search for an empty component in the pool.
                lineRendererAccessor = LineRenderer.ComponentPool3D.Fetch();
                // A component is a reference value, so no problem to do this.
                LineRenderer = LineRenderer.ComponentPool3D[lineRendererAccessor];
                // Initialize the component to the default values.
                lineRenderer.Initialize(this);
                result = lineRenderer;
            }

            #endregion

            #region Rigid Body

            if (typeof(TComponentType) == typeof(RigidBody))
            {
                if (StaticCollider != null)
                {
                    throw new ArgumentException("Game Object 3D: Unable to create the rigid body component. There is one static collider component already.");
                }
                if (rigidBodyAccessor != null)
                {
                    throw new ArgumentException("Game Object 3D: Unable to create the rigid body component. There is one already.");
                }
                // Search for an empty component in the pool.
                rigidBodyAccessor = RigidBody.ComponentPool.Fetch();
                // A component is a reference value, so no problem to do this.
                RigidBody = RigidBody.ComponentPool[rigidBodyAccessor];
                // Initialize the component to the default values.
                rigidBody.Initialize(this);
                result = rigidBody;
            }

            #endregion

            #region Static Collider

            if (typeof(TComponentType) == typeof(StaticCollider))
            {
                if (RigidBody != null)
                {
                    throw new ArgumentException("Game Object 3D: Unable to create the static collider component. There is one rigid body component already.");
                }
                if (staticColliderAccessor != null)
                {
                    throw new ArgumentException("Game Object 3D: Unable to create the static collider component. There is one already.");
                }
                // Search for an empty component in the pool.
                staticColliderAccessor = StaticCollider.ComponentPool.Fetch();
                // A component is a reference value, so no problem to do this.
                StaticCollider = StaticCollider.ComponentPool[staticColliderAccessor];
                // Initialize the component to the default values.
                staticCollider.Initialize(this);
                result = staticCollider;
            }

            #endregion

            if (result == null)
            {
                throw new ArgumentException("Game Object 3D: Unknown component type.");
            }
            Components.Add(result);
            return(result);
        } // AddComponent
 public bool IsComponent <T>() where T : IComponent => Components.Any(component => component is T);
 protected GameObject(string name, TransformDetails transformDetails)
     : base(GenerateId(), name, transformDetails)
 {
     InterestAreaNotifier = Components.AddComponent(new InterestAreaNotifier());
 }
Example #52
0
 public ParallaxObject(Vector2D pos, Rectangle sourceBounds, Vector2D speed, double scale = 1)
 {
     Components.Get <Transform>().Position = pos;
     this.Components.Add(new Parallax("parallax_bg", sourceBounds, speed, scale));
 }
Example #53
0
 public void AddComponent(IUValueComponent component)
 {
     Components.Add(component);
 }
Example #54
0
 protected override void InitializeAI()
 {
     AI = new HumanAI(this);
     Components.Add(AI);
 }
Example #55
0
 private void InitializeMotionAnimator()
 {
     MotionAnimator = new MotionAnimatorComponent(this);
     Components.Add(MotionAnimator);
 }
Example #56
0
 private void InitializeJobHandler()
 {
     JobHandlerComponent = new JobHandlerComponent(this);
     Components.Add(JobHandlerComponent);
 }
Example #57
0
 public void SetGlobalLight(Components.Light light)
 {
     _drawingManager.SetGlobalLight(light.ToInternalLight());
 }
Example #58
0
 private void InitializeInventory()
 {
     InventoryComponent = new InventoryComponent(this);
     Components.Add(InventoryComponent);
 }
Example #59
0
 /// <summary>
 ///
 /// </summary>
 public HsbModel() : base()
 {
     Components.Add(new HComponent(this));
     Components.Add(new SComponent(this));
     Components.Add(new BComponent(this));
 }
Example #60
0
 public void Add(string comp) => Components.Add(comp);