public Entity AddInputMove(Assets.TilePos newDirection) { var componentPool = GetComponentPool(GameComponentIds.InputMove); var component = (Assets.Input.InputMoveComponent)(componentPool.Count > 0 ? componentPool.Pop() : new Assets.Input.InputMoveComponent()); component.Direction = newDirection; return(AddComponent(GameComponentIds.InputMove, component)); }
public Entity AddPosition(Assets.TilePos newValue) { var componentPool = GetComponentPool(GameComponentIds.Position); var component = (Assets.PositionComponent)(componentPool.Count > 0 ? componentPool.Pop() : new Assets.PositionComponent()); component.Value = newValue; return(AddComponent(GameComponentIds.Position, component)); }
public Entity ReplaceInputPullItem(Assets.TilePos newDirection) { var componentPool = GetComponentPool(GameComponentIds.InputPullItem); var component = (Assets.Input.InputPullItemComponent)(componentPool.Count > 0 ? componentPool.Pop() : new Assets.Input.InputPullItemComponent()); component.Direction = newDirection; ReplaceComponent(GameComponentIds.InputPullItem, component); return(this); }
public Entity AddKnocked(Assets.TilePos newFromDirection, bool newImmediate, float newWait) { var componentPool = GetComponentPool(GameComponentIds.Knocked); var component = (Assets.KnockedComponent)(componentPool.Count > 0 ? componentPool.Pop() : new Assets.KnockedComponent()); component.FromDirection = newFromDirection; component.Immediate = newImmediate; component.Wait = newWait; return(AddComponent(GameComponentIds.Knocked, component)); }