public override void Init(IEntity entity) { base.Init(entity); _characterName = entity.ID; entity.Bind <ITranslateComponent>(c => _emitter.Translate = c, _ => _emitter.Translate = null); entity.Bind <IHasRoomComponent>(c => _emitter.HasRoom = c, _ => _emitter.HasRoom = null); entity.Bind <IFaceDirectionComponent>(c => _faceDirection = c, _ => _faceDirection = null); entity.Bind <IOutfitComponent>(c => _outfit = c, _ => _outfit = null); }
public override void Init() { base.Init(); _characterName = Entity.ID; Entity.Bind <IWorldPositionComponent>(c => _emitter.WorldPosition = c, _ => _emitter.WorldPosition = null); Entity.Bind <IHasRoomComponent>(c => _emitter.HasRoom = c, _ => _emitter.HasRoom = null); Entity.Bind <IFaceDirectionComponent>(c => _faceDirection = c, _ => _faceDirection = null); Entity.Bind <IOutfitComponent>(c => _outfit = c, _ => _outfit = null); }
public override void Init() { base.Init(); Entity.Bind <IAnimationComponent>(c => _animation = c, _ => _animation = null); Entity.Bind <ITranslateComponent>(c => _translate = c, _ => _translate = null); Entity.Bind <IOutfitComponent>(c => _outfit = c, _ => _outfit = null); Entity.Bind <IHasRoomComponent>(c => _room = c, _ => _room = null); Entity.Bind <IDrawableInfoComponent>(c => _drawable = c, _ => _drawable = null); Entity.Bind <IFaceDirectionComponent>(c => _faceDirection = c, _ => _faceDirection = null); }
public AGSCharacter(string id, Resolver resolver, IOutfit outfit) : base(id, resolver) { _hasRoomComponent = AddComponent <IHasRoomComponent>(); Bind <IHasRoomComponent>(c => _hasRoomComponent = c, _ => {}); _animationComponent = AddComponent <IAnimationComponent>(); Bind <IAnimationComponent>(c => _animationComponent = c, _ => {}); _inObjectTreeComponent = AddComponent <IInObjectTreeComponent>(); Bind <IInObjectTreeComponent>(c => _inObjectTreeComponent = c, _ => {}); _colliderComponent = AddComponent <IColliderComponent>(); Bind <IColliderComponent>(c => _colliderComponent = c, _ => {}); _visibleComponent = AddComponent <IVisibleComponent>(); Bind <IVisibleComponent>(c => _visibleComponent = c, _ => {}); _enabledComponent = AddComponent <IEnabledComponent>(); Bind <IEnabledComponent>(c => _enabledComponent = c, _ => {}); _customPropertiesComponent = AddComponent <ICustomPropertiesComponent>(); Bind <ICustomPropertiesComponent>(c => _customPropertiesComponent = c, _ => {}); _drawableInfoComponent = AddComponent <IDrawableInfoComponent>(); Bind <IDrawableInfoComponent>(c => _drawableInfoComponent = c, _ => {}); _shaderComponent = AddComponent <IShaderComponent>(); Bind <IShaderComponent>(c => _shaderComponent = c, _ => {}); _translateComponent = AddComponent <ITranslateComponent>(); Bind <ITranslateComponent>(c => _translateComponent = c, _ => {}); _imageComponent = AddComponent <IImageComponent>(); Bind <IImageComponent>(c => _imageComponent = c, _ => {}); _borderComponent = AddComponent <IBorderComponent>(); Bind <IBorderComponent>(c => _borderComponent = c, _ => { }); _scaleComponent = AddComponent <IScaleComponent>(); Bind <IScaleComponent>(c => _scaleComponent = c, _ => {}); _rotateComponent = AddComponent <IRotateComponent>(); Bind <IRotateComponent>(c => _rotateComponent = c, _ => {}); _pixelPerfectComponent = AddComponent <IPixelPerfectComponent>(); Bind <IPixelPerfectComponent>(c => _pixelPerfectComponent = c, _ => {}); _modelMatrixComponent = AddComponent <IModelMatrixComponent>(); Bind <IModelMatrixComponent>(c => _modelMatrixComponent = c, _ => {}); _boundingBoxComponent = AddComponent <IBoundingBoxComponent>(); Bind <IBoundingBoxComponent>(c => _boundingBoxComponent = c, _ => {}); _worldPositionComponent = AddComponent <IWorldPositionComponent>(); Bind <IWorldPositionComponent>(c => _worldPositionComponent = c, _ => {}); _faceDirectionComponent = AddComponent <IFaceDirectionComponent>(); Bind <IFaceDirectionComponent>(c => _faceDirectionComponent = c, _ => {}); _outfitComponent = AddComponent <IOutfitComponent>(); Bind <IOutfitComponent>(c => _outfitComponent = c, _ => {}); _inventoryComponent = AddComponent <IInventoryComponent>(); Bind <IInventoryComponent>(c => _inventoryComponent = c, _ => {}); _followComponent = AddComponent <IFollowComponent>(); Bind <IFollowComponent>(c => _followComponent = c, _ => {}); _hotspotComponent = AddComponent <IHotspotComponent>(); Bind <IHotspotComponent>(c => _hotspotComponent = c, _ => {}); beforeInitComponents(resolver, outfit); InitComponents(); afterInitComponents(resolver, outfit); }
public override void Init() { base.Init(); Entity.Bind <IFaceDirectionComponent>(c => _faceDirection = c, _ => _faceDirection = null); Entity.Bind <IWalkComponent>(c => _walk = c, _ => _walk = null); }