Example #1
0
 public PlayerGunShootingEngine(IRayCaster rayCaster, ITime time)
 {
     _rayCaster   = rayCaster;
     _time        = time;
     _taskRoutine = TaskRunner.Instance.AllocateNewTaskRoutine(StandardSchedulers.physicScheduler);
     _taskRoutine.SetEnumerator(Tick());
 }
Example #2
0
 public void SetUp()
 {
     hitObjects = new List<IPhysicsComponent>();
     stubRayCaster = MockRepository.GenerateStub<IRayCaster>();
     stubRayCaster.Stub(me => me.ShootRay(Arg<Vector2>.Is.Anything, Arg<Vector2>.Is.Equal(Vector2.One), out Arg<Vector2>.Out(Vector2.Zero).Dummy)).Return(hitObjects);
     railGun = new RailGun(stubRayCaster);
 }
Example #3
0
        public RailGun(IRayCaster rayCaster)
        {
            _rayCaster = rayCaster;
            Slugs = new List<Slug>();

            this.Damage = 50;
        }
 public PlayerGunShootingEngine(ISequencer damageSequence, IRayCaster rayCaster, ITime time)
 {
     _enemyDamageSequence = damageSequence;
     _rayCaster           = rayCaster;
     _time        = time;
     _taskRoutine = TaskRunner.Instance.AllocateNewTaskRoutine().SetEnumerator(Tick())
                    .SetScheduler(StandardSchedulers.physicScheduler);
 }
 public PlayerGunShootingEngine(EnemyKilledObservable enemyKilledObservable, ISequencer damageSequence,
                                IRayCaster rayCaster, ITime time, Factories.IGameObjectFactory gameobjectFactory,
                                IEntityFactory entityFactory)
 {
     _enemyKilledObservable = enemyKilledObservable;
     _enemyDamageSequence   = damageSequence;
     _rayCaster             = rayCaster;
     _time        = time;
     _taskRoutine = TaskRunner.Instance.AllocateNewTaskRoutine().SetEnumerator(Tick())
                    .SetScheduler(StandardSchedulers.physicScheduler);
     _gameObjectFactory = gameobjectFactory;
     _entityFactory     = entityFactory;
 }
Example #6
0
                        .GetMask("Floor"); // A layer mask so that a ray can be cast just at gameobjects on the floor layer.

        public PlayerMovementEngine(IRayCaster raycaster, ITime time)
        {
            _rayCaster = raycaster;
            _time      = time;
        }
Example #7
0
 public PlayerGunShootingEngine(IRayCaster rayCaster, ITime time)
 {
     _rayCaster = rayCaster;
     _time      = time;
 }
 public PlayerMovementEngine(IRayCaster raycaster, ITime time)
 {
     _rayCaster   = raycaster;
     _time        = time;
     _taskRoutine = TaskRunner.Instance.AllocateNewTaskRoutine().SetEnumerator(PhysicsTick()).SetScheduler(StandardSchedulers.physicScheduler);
 }
Example #9
0
 public GunShootingEngine(IRayCaster rayCaster)
 {
     m_RayCaster = rayCaster;
 }
Example #10
0
        const float camRayLength = 100f; // The length of the ray from the camera into the scene.

        public PlayerMovementEngine(IRayCaster raycaster)
        {
            _rayCaster = raycaster;
            _tick      = Tick();
        }