internal Scene3D( Game game, InputMessageBuffer inputMessageBuffer, Func <Viewport> getViewport, ICameraController cameraController, WorldLighting lighting, int randomSeed, bool isDiagnosticScene = false) : this(game, getViewport, inputMessageBuffer, randomSeed, isDiagnosticScene, null, null) { _players = new List <Player>(); _teams = new List <Team>(); // TODO: This is completely wrong. LocalPlayer = _players.FirstOrDefault(); WaterAreas = AddDisposable(new WaterAreaCollection()); Lighting = lighting; Roads = AddDisposable(new RoadCollection()); Bridges = Array.Empty <Bridge>(); Waypoints = new WaypointCollection(); Cameras = new CameraCollection(); CameraController = cameraController; }
private Scene3D(Game game, Func <Viewport> getViewport, InputMessageBuffer inputMessageBuffer, int randomSeed, bool isDiagnosticScene, MapFile mapFile, string mapPath) { Game = game; PlayerManager = new PlayerManager(); Camera = new Camera(getViewport); SelectionGui = new SelectionGui(); DebugOverlay = new DebugOverlay(this, game.ContentManager); Random = new Random(randomSeed); if (mapFile != null) { MapFile = mapFile; Terrain = AddDisposable(new Terrain.Terrain(mapFile, game.AssetStore.LoadContext)); WaterAreas = AddDisposable(new WaterAreaCollection(mapFile.PolygonTriggers, mapFile.StandingWaterAreas, mapFile.StandingWaveAreas, game.AssetStore.LoadContext)); Navigation = new Navigation.Navigation(mapFile.BlendTileData, Terrain.HeightMap); } RegisterInputHandler(_cameraInputMessageHandler = new CameraInputMessageHandler(), inputMessageBuffer); if (!isDiagnosticScene) { RegisterInputHandler(new SelectionMessageHandler(game.Selection), inputMessageBuffer); RegisterInputHandler(_orderGeneratorInputHandler = new OrderGeneratorInputHandler(game.OrderGenerator), inputMessageBuffer); RegisterInputHandler(_debugMessageHandler = new DebugMessageHandler(DebugOverlay), inputMessageBuffer); } ParticleSystemManager = AddDisposable(new ParticleSystemManager(game.AssetStore.LoadContext)); Radar = new Radar(this, game.AssetStore, mapPath); if (mapFile != null) { var borderWidth = mapFile.HeightMapData.BorderWidth * HeightMap.HorizontalScale; var width = mapFile.HeightMapData.Width * HeightMap.HorizontalScale; var height = mapFile.HeightMapData.Height * HeightMap.HorizontalScale; Quadtree = new Quadtree <GameObject>(new RectangleF(-borderWidth, -borderWidth, width, height)); } GameContext = new GameContext( game.AssetStore.LoadContext, game.Audio, ParticleSystemManager, new ObjectCreationListManager(), Terrain, Navigation, Radar, Quadtree, this); GameObjects = AddDisposable(new GameObjectCollection(GameContext)); GameContext.GameObjects = GameObjects; _orderGeneratorSystem = game.OrderGenerator; }
private Scene3D(Game game, Func <Viewport> getViewport, InputMessageBuffer inputMessageBuffer, int randomSeed, bool isDiagnosticScene, MapFile mapFile) { Camera = new Camera(getViewport); SelectionGui = new SelectionGui(); DebugOverlay = new DebugOverlay(this, game.ContentManager); Random = new Random(randomSeed); if (mapFile != null) { MapFile = mapFile; Terrain = AddDisposable(new Terrain.Terrain(mapFile, game.AssetStore.LoadContext)); WaterAreas = AddDisposable(new WaterAreaCollection(mapFile.PolygonTriggers, mapFile.StandingWaterAreas, mapFile.StandingWaveAreas, game.AssetStore.LoadContext)); Navigation = new Navigation.Navigation(mapFile.BlendTileData, Terrain.HeightMap); } RegisterInputHandler(_cameraInputMessageHandler = new CameraInputMessageHandler(), inputMessageBuffer); if (!isDiagnosticScene) { RegisterInputHandler(new SelectionMessageHandler(game.Selection), inputMessageBuffer); RegisterInputHandler(_orderGeneratorInputHandler = new OrderGeneratorInputHandler(game.OrderGenerator), inputMessageBuffer); RegisterInputHandler(_debugMessageHandler = new DebugMessageHandler(DebugOverlay), inputMessageBuffer); } _particleSystemManager = AddDisposable(new ParticleSystemManager(game.AssetStore.LoadContext)); GameContext = new GameContext( game.AssetStore.LoadContext, game.Audio, _particleSystemManager, new ObjectCreationListManager(), Terrain, Navigation); GameObjects = AddDisposable( new GameObjectCollection( GameContext, game.CivilianPlayer, Navigation)); GameContext.GameObjects = GameObjects; _orderGeneratorSystem = game.OrderGenerator; }
internal Scene3D( Game game, InputMessageBuffer inputMessageBuffer, Func <Viewport> getViewport, ICameraController cameraController, WorldLighting lighting, int randomSeed, bool isDiagnosticScene = false) : this(game, getViewport, inputMessageBuffer, randomSeed, isDiagnosticScene, null, null) { WaterAreas = AddDisposable(new WaterAreaCollection()); Lighting = lighting; Roads = AddDisposable(new RoadCollection()); Bridges = Array.Empty <Bridge>(); Waypoints = new WaypointCollection(); Cameras = new CameraCollection(); CameraController = cameraController; }
private Scene3D(Game game, Func <Viewport> getViewport, InputMessageBuffer inputMessageBuffer, int randomSeed, bool isDiagnosticScene, MapFile mapFile, string mapPath) { Camera = new Camera(getViewport); SelectionGui = new SelectionGui(); DebugOverlay = new DebugOverlay(this, game.ContentManager); Random = new Random(randomSeed); if (mapFile != null) { MapFile = mapFile; Terrain = AddDisposable(new Terrain.Terrain(mapFile, game.AssetStore.LoadContext)); WaterAreas = AddDisposable(new WaterAreaCollection(mapFile.PolygonTriggers, mapFile.StandingWaterAreas, mapFile.StandingWaveAreas, game.AssetStore.LoadContext)); Navigation = new Navigation.Navigation(mapFile.BlendTileData, Terrain.HeightMap); } if (mapPath != null) { var mapCache = game.AssetStore.MapCaches.GetByName(mapPath.ToLower()); if (mapCache == null) { mapCache = game.AssetStore.MapCaches.GetByName(Path.Combine(game.UserDataFolder, mapPath).ToLower()); } if (mapCache == null) { throw new Exception($"Failed to load MapCache \"{mapPath}\""); } MapCache = mapCache; } RegisterInputHandler(_cameraInputMessageHandler = new CameraInputMessageHandler(), inputMessageBuffer); if (!isDiagnosticScene) { RegisterInputHandler(new SelectionMessageHandler(game.Selection), inputMessageBuffer); RegisterInputHandler(_orderGeneratorInputHandler = new OrderGeneratorInputHandler(game.OrderGenerator), inputMessageBuffer); RegisterInputHandler(_debugMessageHandler = new DebugMessageHandler(DebugOverlay), inputMessageBuffer); } _particleSystemManager = AddDisposable(new ParticleSystemManager(game.AssetStore.LoadContext)); Radar = new Radar(this, game.AssetStore, MapCache); GameContext = new GameContext( game.AssetStore.LoadContext, game.Audio, _particleSystemManager, new ObjectCreationListManager(), Terrain, Navigation, Radar); GameObjects = AddDisposable( new GameObjectCollection( GameContext, game.CivilianPlayer, Navigation)); GameContext.GameObjects = GameObjects; _orderGeneratorSystem = game.OrderGenerator; }