public AGSAudioSystem(IAudioSettings settings) { _playingSounds = new AGSConcurrentHashSet <ISound>(); AudioClips = new AGSBindingList <IAudioClip>(30); AudioClips.OnListChanged.Subscribe(onAudioClipsChanged); AudioRules = new AGSBindingList <IAudioRule>(5); Settings = settings; }
public AGSComboBoxComponent(IUIFactory factory, IGameEvents gameEvents) { _uiFactory = factory; _itemButtons = new List <IButton>(); _items = new AGSBindingList <object>(10); _items.OnListChanged.Subscribe(onListChanged); gameEvents.OnRepeatedlyExecute.Subscribe((_, __) => refreshDropDownLayout()); }
private int _inUpdate; //For preventing re-entrancy public TreeTableLayout(IGameEvents gameEvents) { ColumnSizes = new AGSBindingList <float>(10); Rows = new AGSBindingList <ITreeTableRowLayoutComponent>(10); OnRefreshLayoutNeeded = new AGSEvent(); OnQueryLayout = new AGSEvent <QueryLayoutEventArgs>(); Rows.OnListChanged.Subscribe(onRowsChanged); gameEvents.OnRepeatedlyExecute.Subscribe(onRepeatedlyExecute); }
public AGSGameState(ICustomProperties globalVariables, IAGSRoomTransitions roomTransitions, Resolver resolver, IFocusedUI focusedUi) { Speed = 100; Rooms = new AGSBindingList <IRoom>(10); UI = new AGSConcurrentHashSet <IObject> (); GlobalVariables = globalVariables; FocusedUI = focusedUi; _cutscene = new Lazy <ICutscene> (() => resolver.Container.Resolve <ICutscene>()); _roomTransitions = roomTransitions; }
public AGSGameState(ICustomProperties globalVariables, IAGSRoomTransitions roomTransitions, Resolver resolver, IFocusedUI focusedUi, IViewport viewport) { Speed = 100; Rooms = new AGSBindingList <IRoom>(10); UI = new AGSConcurrentHashSet <IObject> (); SecondaryViewports = new AGSBindingList <IViewport>(5); viewport.RoomProvider = this; viewport.Camera.Target = () => Player; Viewport = viewport; GlobalVariables = globalVariables; FocusedUI = focusedUi; _cutscene = new Lazy <ICutscene> (() => resolver.Container.Resolve <ICutscene>()); _roomTransitions = roomTransitions; }
#pragma warning restore CS0067 public AGSRoom(string id, IAGSEdges edges, IGameEvents gameEvents, IRoomEvents roomEvents, IGameState state, ICustomProperties properties, IRoomLimitsProvider roomLimitsProvider) { _state = state; RoomLimitsProvider = roomLimitsProvider; _gameEvents = gameEvents; Events = roomEvents; ID = id; Objects = new AGSConcurrentHashSet <IObject>(); Areas = new AGSBindingList <IArea>(5); ShowPlayer = true; _edges = edges; Properties = properties; gameEvents.OnRepeatedlyExecute.Subscribe(onRepeatedlyExecute); }
public AGSGameState(ICustomProperties globalVariables, IRoomTransitions roomTransitions, Resolver resolver, IFocusedUI focusedUi, IViewport viewport, IEvent <RoomTransitionEventArgs> onRoomChangeRequired, IAGSCursor cursor) { Speed = 100; _cursor = cursor; Rooms = new AGSBindingList <IRoom>(10); UI = new AGSConcurrentHashSet <IObject> (); SecondaryViewports = new AGSBindingList <IViewport>(5); RoomTransitions = roomTransitions; viewport.RoomProvider = this; viewport.Camera.Target = () => Player; Viewport = viewport; GlobalVariables = globalVariables; FocusedUI = focusedUi; _cutscene = new Lazy <ICutscene> (() => resolver.Container.Resolve <ICutscene>()); OnRoomChangeRequired = onRoomChangeRequired; _viewports = new ViewportCollection(this); }
public ALSound(int source, float duration, float volume, float pitch, bool isLooping, float panning, IConcurrentHashSet <string> tags, IAudioErrors errors, IAudioBackend backend) { //Using delegates to avoid heap allocations modifierChangeCallback = onModifierChanged; SoundModifiers = new AGSBindingList <ISoundModifier>(3); SoundModifiers.OnListChanged.Subscribe(onModifiersChanged); Tags = tags; _tcs = new TaskCompletionSource <object> (null); _backend = backend; _source = source; _volume = volume; Duration = duration; _pitch = pitch; _panning = panning; IsLooping = isLooping; _errors = errors; }
public AGSInventory() { Items = new AGSBindingList <IInventoryItem> (20); }
public ResourceLoader() { ResourcePacks = new AGSBindingList <ResourcePack>(5); ResourcePacks.OnListChanged.Subscribe(args => _sortedResourcePacks = ResourcePacks.OrderByDescending(r => r.Priority).Select(r => r.Pack).ToList()); }