public GameObject(MonoEngine.Game game) { this.Game = game; // TODO: It is not necessary to load the content in the constructors. This could be optimized later to have a better content loading strategy LoadContent(game.Content); }
public MonoExpressionCompleteEvent(MonoEngine engine, MonoThread thread, ObjectValue value, string expression, IDebugProperty2 property = null) { this.engine = engine; this.thread = thread; this.value = value; this.expression = expression; this.property = property; }
public MonoExpressionCompleteEvent(MonoEngine engine, MonoThread thread, ObjectValue value, string expression, IDebugProperty2 property = null) { _engine = engine; _thread = thread; _value = value; _expression = expression; _property = property; }
public DebuggedProgram(MonoEngine engine, MonoBreakpointManager breakpointManager, MonoThreadManager threadManager) { if (engine == null) { throw new ArgumentNullException(nameof(engine)); } if (breakpointManager == null) { throw new ArgumentNullException(nameof(breakpointManager)); } if (threadManager == null) { throw new ArgumentNullException(nameof(threadManager)); } _engine = engine; _breakpointManager = breakpointManager; _threadManager = threadManager; }
internal static void Send(MonoEngine engine) { MonoProgramCreateEvent eventObject = new MonoProgramCreateEvent(); engine.Send(eventObject, IID, null); }
public static void Send(MonoEngine engine) { var eventObject = new MonoEngineCreateEvent(engine); engine.Callback.Send(eventObject, Iid, null, null); }
public MonoEngineCreateEvent(MonoEngine engine) { _engine = engine; }
public DebuggedMonoProcess(MonoEngine engine, IPAddress ipAddress) { _engine = engine; _ipAddress = ipAddress; Instance = this; }
public static void Send(MonoEngine engine) { MonoEngineCreateEvent eventObject = new MonoEngineCreateEvent(engine); engine.Send(eventObject, IID, null, null); }
public MonoEngineCreateEvent(MonoEngine engine) { this.engine = engine; }
/// <summary> /// Initializes a new instance of the <see cref="MonoBreakpointManager" /> class. /// </summary> /// <param name="engine">The engine.</param> public MonoBreakpointManager(MonoEngine engine) { Engine = engine; }
public DebugEventEngineCreate(MonoEngine engine) { _engine = engine; }
public MonoThreadManager(MonoEngine engine) { Engine = engine; }
internal static void Send(MonoEngine engine) { var eventObject = new SampSharpCreateEvent(); engine.Callback.Send(eventObject, Iid, null); }
public DebugEventException(MonoEngine engine, ExceptionInfo info) { _engine = engine; _info = info; }