public MapRendererFactory(IEndlessGameProvider endlessGameProvider, IRenderTargetFactory renderTargetFactory, IMapEntityRendererProvider mapEntityRendererProvider, ICharacterProvider characterProvider, ICurrentMapProvider currentMapProvider, IMapRenderDistanceCalculator mapRenderDistanceCalculator, ICharacterRendererUpdater characterRendererUpdater, INPCRendererUpdater npcRendererUpdater, IDoorStateUpdater doorStateUpdater, IChatBubbleUpdater chatBubbleUpdater, IConfigurationProvider configurationProvider, IMouseCursorRendererFactory mouseCursorRendererFactory) { _endlessGameProvider = endlessGameProvider; _renderTargetFactory = renderTargetFactory; _mapEntityRendererProvider = mapEntityRendererProvider; _characterProvider = characterProvider; _currentMapProvider = currentMapProvider; _mapRenderDistanceCalculator = mapRenderDistanceCalculator; _characterRendererUpdater = characterRendererUpdater; _npcRendererUpdater = npcRendererUpdater; _doorStateUpdater = doorStateUpdater; _chatBubbleUpdater = chatBubbleUpdater; _configurationProvider = configurationProvider; _mouseCursorRendererFactory = mouseCursorRendererFactory; }
protected override void ReleaseManagedResources() { _d2d1Factory.Dispose(); if (_renderTargetFactory is IDisposable) ((IDisposable)_renderTargetFactory).Dispose(); _renderTargetFactory = null; base.ReleaseManagedResources(); }
protected override void ReleaseManagedResources() { _d2d1Factory.Dispose(); if (_renderTargetFactory is IDisposable) { ((IDisposable)_renderTargetFactory).Dispose(); } _renderTargetFactory = null; base.ReleaseManagedResources(); }
public CharacterRendererFactory(IEndlessGameProvider gameProvider, IRenderTargetFactory renderTargetFactory, ICharacterProvider characterProvider, IRenderOffsetCalculator renderOffsetCalculator, ICharacterPropertyRendererBuilder characterPropertyRendererBuilder, ICharacterTextures characterTextures, ICharacterSpriteCalculator characterSpriteCalculator) { _gameProvider = gameProvider; _renderTargetFactory = renderTargetFactory; _characterProvider = characterProvider; _renderOffsetCalculator = renderOffsetCalculator; _characterPropertyRendererBuilder = characterPropertyRendererBuilder; _characterTextures = characterTextures; _characterSpriteCalculator = characterSpriteCalculator; }
public CharacterRenderer(Game game, IRenderTargetFactory renderTargetFactory, ICharacterProvider characterProvider, IRenderOffsetCalculator renderOffsetCalculator, ICharacterPropertyRendererBuilder characterPropertyRendererBuilder, ICharacterTextures characterTextures, ICharacterSpriteCalculator characterSpriteCalculator, ICharacterRenderProperties renderProperties) : base(game) { _renderTargetFactory = renderTargetFactory; _characterProvider = characterProvider; _renderOffsetCalculator = renderOffsetCalculator; _characterPropertyRendererBuilder = characterPropertyRendererBuilder; _characterTextures = characterTextures; _characterSpriteCalculator = characterSpriteCalculator; RenderProperties = renderProperties; }
public MapRenderer(IEndlessGame endlessGame, IRenderTargetFactory renderTargetFactory, IMapEntityRendererProvider mapEntityRendererProvider, ICharacterProvider characterProvider, ICurrentMapProvider currentMapProvider, IMapRenderDistanceCalculator mapRenderDistanceCalculator, ICharacterRendererUpdater characterRendererUpdater, INPCRendererUpdater npcRendererUpdater, IDoorStateUpdater doorStateUpdater, IChatBubbleUpdater chatBubbleUpdater, IConfigurationProvider configurationProvider) : base((Game)endlessGame) { _renderTargetFactory = renderTargetFactory; _mapEntityRendererProvider = mapEntityRendererProvider; _characterProvider = characterProvider; _currentMapProvider = currentMapProvider; _mapRenderDistanceCalculator = mapRenderDistanceCalculator; _characterRendererUpdater = characterRendererUpdater; _npcRendererUpdater = npcRendererUpdater; _doorStateUpdater = doorStateUpdater; _chatBubbleUpdater = chatBubbleUpdater; _configurationProvider = configurationProvider; }