Example #1
0
        public void AddCacheType(string cacheName)
        {
            GameObjectCaching.GameComponentCache cache = GameObjectCaching.GetCacheByName(cacheName);
            if (cache == null)
            {
                return;
            }

            if (cacheTypeNames == null)
            {
                cacheTypeNames = new List <string>();
                cacheTypes     = new List <GameObjectCaching.GameComponentCache>();
            }
            else if (cacheTypeNames.Contains(cacheName))
            {
                return;
            }

            cacheTypeNames.Add(cacheName);
            cacheTypes.Add(cache);

            // Sadly, when we call this in the type constructor of a derived type we've already called AddChild for that type
            // in the GameComponent constructor so we can't put AddToCache there.
            cache.addFunction(this);
        }
Example #2
0
        /// <summary>
        /// Initializes a new instance of the <see cref="GameComponent"/> class, while adding it to the component manager.
        /// </summary>
        /// <param name="createNew">if set to <c>true</c> adds this component to the manager..</param>
        /// <param name="manager">The component manager to add the component to</param>
        public GameComponent(bool createNew, ComponentManager manager)
        {
            World = manager.World;
            lock (globalIdLock)
            {
                GlobalID = maxGlobalID;
                maxGlobalID++;
            }

            Parent   = null;
            Children = new List <GameComponent>();

            Name      = "uninitialized";
            IsVisible = true;
            IsActive  = true;
            IsDead    = false;

            if (createNew && Manager != null)
            {
                Manager.AddComponent(this);
            }

            Tags         = new List <string>();
            HasOwnRender = GameObjectCaching.HasOwnRender(this.GetType());
        }
Example #3
0
        protected override void Initialize()
        {
            // Goes before anything else so we can track from the very start.
            GamePerformance.Initialize(this);
            // TODO: Find a more appropriate spot for this.
            GameObjectCaching.Initialize();

            SpriteBatch = new SpriteBatch(GraphicsDevice);
            base.Initialize();
        }
Example #4
0
 /// <summary>
 /// Initializes a new instance of the <see cref="GameComponent"/> class.
 /// </summary>
 public GameComponent()
 {
     World        = null;
     Children     = new List <GameComponent>();
     Name         = "uninitialized";
     IsVisible    = true;
     IsActive     = true;
     Tags         = new List <string>();
     HasOwnRender = GameObjectCaching.HasOwnRender(this.GetType());
 }
Example #5
0
        public MinimapIcon(Body parent, ImageFrame icon) :
            base("Icon", parent, Matrix.Identity, Vector3.One, Vector3.Zero)
        {
            Icon                  = icon;
            IconScale             = 1.0f;
            AddToCollisionManager = false;
            FrustrumCull          = false;
            IsVisible             = false;

            GameObjectCaching.AddMinimapIcon(this);
        }
Example #6
0
 public void RefreshCacheTypes()
 {
     if (cacheTypeNames == null)
     {
         return;
     }
     cacheTypes = new List <GameObjectCaching.GameComponentCache>(cacheTypeNames.Count);
     for (int i = 0; i < cacheTypeNames.Count; i++)
     {
         GameObjectCaching.GameComponentCache cache = GameObjectCaching.GetCacheByName(cacheTypeNames[i]);
         if (cache == null)
         {
             continue;
         }
         cacheTypes.Add(cache);
         cache.addFunction(this);
     }
 }
Example #7
0
 public override void Die()
 {
     GameObjectCaching.RemoveMinimapIcon(this);
     base.Die();
 }
Example #8
0
 public void OnDeserialize(StreamingContext context)
 {
     GameObjectCaching.AddMinimapIcon(this);
 }
Example #9
0
        private void OnDeserialized(StreamingContext context)
        {
            AdditionMutex = new Mutex();
            RemovalMutex  = new Mutex();
            Removals      = new List <GameComponent>();
            Additions     = new List <GameComponent>();
            World         = (WorldManager)context.Context;
            Vector3 origin  = new Vector3(World.WorldOrigin.X, 0, World.WorldOrigin.Y);
            Vector3 extents = new Vector3(1500, 1500, 1500);

            CollisionManager = new CollisionManager(new BoundingBox(origin - extents, origin + extents)); GameObjectCaching.Reset();
            RootComponent.RefreshCacheTypesRecursive();
        }