public State( IObservableStateProperty <int> stars, IObservableStateProperty <int> coins) { Stars = stars; Coins = coins; }
public void RemoveProperty(IObservableStateProperty property) { if (!_properties.Contains(property)) { throw new Exception("Tried to remove an unknown property from the broker"); } _properties.Remove(property); }
public void AddProperty(IObservableStateProperty property) { if (_properties.Contains(property)) { throw new Exception("Tried to add the same property to the broker twice"); } _properties.Add(property); }
public void Initialise( IStatePropertyBroker stateBroker) { GameplayState = new ObservableStateProperty <GameplayStates>(stateBroker, GameplayStates.Starting); }
public void SetChanged(IObservableStateProperty property) { _stateBroker.SetChanged(property); }
public void Initialise( IStatePropertyBroker stateBroker) { CurrentScene = new ObservableStateProperty <ISceneReference>(stateBroker, null); LoadingState = new ObservableStateProperty <LoadingStates>(stateBroker, LoadingStates.Idle); }
public ActorStates( IStatePropertyBroker stateBroker) { MovingState = new ObservableStateProperty <MovingStates>(stateBroker, MovingStates.Idle); }