public LoginClient() { _network = Service.Get <INetworkClient>(); _engine = Service.Get <UltimaGame>(); _userInterface = Service.Get <UserInterfaceService>(); Initialize(); }
public LoginClient() { m_Network = ServiceRegistry.GetService <INetworkClient>(); m_Engine = ServiceRegistry.GetService <UltimaGame>(); m_UserInterface = ServiceRegistry.GetService <UserInterfaceService>(); Status = LoginClientStatus.Unconnected; m_RegisteredHandlers = new List <Tuple <int, TypedPacketReceiveHandler> >(); Initialize(); }
} // InWorld allows us to tell when our character object has been loaded in the world. // ============================================================================================================ // Ctor, Initialization, Dispose, Update // ============================================================================================================ public WorldModel() { Service.Add <WorldModel>(this); _engine = Service.Get <UltimaGame>(); _network = Service.Get <INetworkClient>(); _userInterface = Service.Get <UserInterfaceService>(); Entities = new EntityManager(this); Entities.Reset(true); Effects = new EffectManager(this); Statics = new StaticManager(); Input = new WorldInput(this); Interaction = new WorldInteraction(this); Client = new WorldClient(this); }
public LoginClient() { ClientVersion.ClearVersion(); // only unlocked after server sends 0xbd version request packet. m_Network = ServiceRegistry.GetService <INetworkClient>(); m_Engine = ServiceRegistry.GetService <UltimaGame>(); m_UserInterface = ServiceRegistry.GetService <UserInterfaceService>(); Status = LoginClientStatus.Unconnected; m_RegisteredHandlers = new List <Tuple <int, TypedPacketReceiveHandler> >(); Initialize(); }
// ============================================================================================================ // Ctor, Initialization, Dispose, Update // ============================================================================================================ public WorldModel() { Service.Add<WorldModel>(this); m_Engine = Service.Get<UltimaGame>(); m_Network = Service.Get<INetworkClient>(); m_UserInterface = Service.Get<UserInterfaceService>(); Entities = new EntityManager(this); Entities.Reset(true); Effects = new EffectManager(this); Statics = new StaticManager(); Input = new WorldInput(this); Interaction = new WorldInteraction(this); Client = new WorldClient(this); }
// ================================================================================ // Ctor, Initialization, Dispose, Update // ================================================================================ public WorldModel() : base() { ServiceRegistry.Register <WorldModel>(this); m_Engine = ServiceRegistry.GetService <UltimaGame>(); m_Network = ServiceRegistry.GetService <INetworkClient>(); m_UserInterface = ServiceRegistry.GetService <UserInterfaceService>(); Entities = new EntityManager(this); Entities.Reset(true); Effects = new EffectManager(this); Statics = new StaticManager(); Input = new WorldInput(this); Interaction = new WorldInteraction(this); Client = new WorldClient(this); }