public LensViewModel() { this.State = ViewModelState.Unloaded; this.cameraEngine = new CameraEngine(this); InitializeCameraSettings(); CopySampleFilesToIsolatedStorage(); }
public void UnloadScene() { //destroy all objects -> get rid of entities in simulation activeScene.Unload(); activeScene = null; CameraEngine.Clear(); }
private void SetupEnginesAndEntities() { _EnginesRoot = new EnginesRoot(new UnitySumbmissionEntityViewScheduler()); _EntityFactory = _EnginesRoot.GenerateEntityFactory(); IEntityFunctions entityFunctions = _EnginesRoot.GenerateEntityFunctions(); GameObjectFactory gameObjectFactory = new GameObjectFactory(); Sequencer damageSequence = new Sequencer(); Sequencer roundSequence = new Sequencer(); ITime time = new Time(); //Construct Tank(Player) engines TankSpawnerEngine tankSpawnerEngine = new TankSpawnerEngine(gameObjectFactory, _EntityFactory); TankMovementEngine tankMovementEngine = new TankMovementEngine(time); TankHudEngine tankHudEngine = new TankHudEngine(); HealthEngine healthEngine = new HealthEngine(damageSequence); //Construct Weapon engines ShellSpawnerEngine shellSpawnerEngine = new ShellSpawnerEngine(gameObjectFactory, _EntityFactory, time); ShellDamageEngine shellDamageEngine = new ShellDamageEngine(damageSequence); //Construct Camera engines CameraEngine cameraEngine = new CameraEngine(time); //Add tanks engines _EnginesRoot.AddEngine(tankSpawnerEngine); _EnginesRoot.AddEngine(new TankInputEngine()); _EnginesRoot.AddEngine(tankMovementEngine); _EnginesRoot.AddEngine(new TankMovementEffectsEngine()); _EnginesRoot.AddEngine(tankHudEngine); _EnginesRoot.AddEngine(healthEngine); //Add weapon engines _EnginesRoot.AddEngine(new TankShootingEngine()); _EnginesRoot.AddEngine(shellSpawnerEngine); _EnginesRoot.AddEngine(shellDamageEngine); //Add camera engines _EnginesRoot.AddEngine(cameraEngine); damageSequence.SetSequence( new Steps { { shellDamageEngine, new To { new IStep[] { healthEngine } } }, { healthEngine, new To { { (int)DamageCondition.DAMAGE, new IStep[] { tankHudEngine } }, { (int)DamageCondition.DEAD, new IStep[] { tankMovementEngine } } } } } ); }
public GameEngine(Game game) : base(game) { game.Components.Add(this); input = new InputEngine(game); camera = new CameraEngine(game); physics = new PhysicsEngine(game); fpsCounter = new FrameRateCounter(game); audio = new AudioEngine(game); debug = new DebugEngine(); }
private void Initialize() { whatIsMoveableObject = LayerMask.GetMask("MoveableObject"); whatIsGround = LayerMask.GetMask("Terrain"); mainCameraEngine = Camera.main.GetComponentInParent <CameraEngine>(); mouseHit = new RaycastHit(); SelectableRadius = ObjectPoolManager.Instance.GetObjectFromPool ( "SelectableRadius", Vector3.zero, Quaternion.Euler(new Vector3(90, 0, 0)), false ).GetComponent <SelectableRadius>(); }
public override void Initialize() { base.Initialize(); CameraEngine.AddCamera(this); }