Exemple #1
0
 public LensViewModel()
 {
     this.State        = ViewModelState.Unloaded;
     this.cameraEngine = new CameraEngine(this);
     InitializeCameraSettings();
     CopySampleFilesToIsolatedStorage();
 }
Exemple #2
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 public void UnloadScene()
 {
     //destroy all objects -> get rid of entities in simulation
     activeScene.Unload();
     activeScene = null;
     CameraEngine.Clear();
 }
Exemple #3
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        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 } }
                  } }
            }
                );
        }
Exemple #4
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        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>();
    }
Exemple #6
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 public override void Initialize()
 {
     base.Initialize();
     CameraEngine.AddCamera(this);
 }