/// <summary>Initializes a new instance of the UnityGameFactory class</summary> /// <param name="resources">Resource library</param> /// <param name="worldFactory">World factory</param> /// <param name="inputManager">Input manager</param> public UnityGameFactory( IResourceLibrary resources, IWorldFactory worldFactory, IInputManager inputManager) : base(resources, worldFactory, inputManager) { }
public MenuWorld(ISkin skin, IWorldFactory worldFactory, IAssetManagerProvider assetManagerProvider, I2DRenderUtilities twodRenderUtilities) { this.m_2DRenderUtilities = twodRenderUtilities; this.m_LogoTexture = assetManagerProvider.GetAssetManager().Get<TextureAsset>("texture.Logo"); this.m_WorldFactory = worldFactory; this.Entities = new List<IEntity>(); var startServer = new Button(); startServer.Text = "Start Server"; startServer.Click += (sender, e) => { this.m_LastGameContext.SwitchWorld<IWorldFactory>( x => x.CreateLobbyWorld(false, IPAddress.Any)); }; var ipAddressTextBox = new TextBox(); var joinGame = new Button(); joinGame.Text = "Join Game"; joinGame.Click += (sender, e) => { this.m_LastGameContext.SwitchWorld<IWorldFactory>( x => x.CreateLobbyWorld(true, IPAddress.Parse(ipAddressTextBox.Text))); }; var exitGame = new Button(); exitGame.Text = "Exit Game"; exitGame.Click += (sender, e) => { this.m_LastGameContext.Game.Exit(); }; var vertical = new VerticalContainer(); vertical.AddChild(new EmptyContainer(), "*"); vertical.AddChild(new Label { Text = "Perspective" }, "25"); vertical.AddChild(new EmptyContainer(), "*"); vertical.AddChild(startServer, "25"); vertical.AddChild(new EmptyContainer(), "*"); vertical.AddChild(new Label { Text = "Server IP address:" }, "20"); vertical.AddChild(ipAddressTextBox, "20"); vertical.AddChild(joinGame, "25"); vertical.AddChild(new EmptyContainer(), "*"); vertical.AddChild(exitGame, "25"); vertical.AddChild(new EmptyContainer(), "*"); var horizontal = new HorizontalContainer(); horizontal.AddChild(new EmptyContainer(), "*"); horizontal.AddChild(vertical, "250"); horizontal.AddChild(new EmptyContainer(), "*"); var canvas = new Canvas(); canvas.SetChild(horizontal); this.Entities.Add(new CanvasEntity(skin, canvas)); }
public Application( IWorldFactory worldFactory, IParserService parserService, IDisplayService displayService) { _worldFactory = worldFactory; _parserService = parserService; _displayService = displayService; }
/// <summary>Initializes a new instance of the GameBase class</summary> /// <param name="definition">Game definition</param> /// <param name="resources">Resource library</param> /// <param name="worldFactory">World factory</param> /// <param name="inputManager">Input manager</param> protected GameBase(GameDefinition definition, IResourceLibrary resources, IWorldFactory worldFactory, IInputManager inputManager) { this.Id = new RuntimeId(definition.Id); this.Title = definition.Title; this.Resources = resources; this.WorldFactory = worldFactory; this.InputManager = inputManager; this.levelIds = definition.LevelIds; }
/// <summary> /// Builds a game world based on world type. /// </summary> /// <param name="worldType">The <see cref="WorldType"/> to build.</param> /// <returns>The constructed <see cref="GameWorld"/>.</returns> public static GameWorld BuildGameWorld(WorldType worldType) { IWorldFactory factory = null; switch (worldType) { case WorldType.FireWorld: factory = new FireWorldFactory(); break; case WorldType.IceWorld: factory = new IceWorldFactory(); break; case WorldType.DarkWorld: factory = new DarkWorldFactory(); break; } return(factory.ConstructWorld()); }
public GameFactory( IGameStateService gameStateService, IDatabaseService databaseService, ILogService logService, IConfigurator configurator, IRandomService randomService, IUniverseFactory universeFactory, IWorldFactory worldFactory, IAreaFactory areaFactory, ISectionFactory sectionFactory) { this.gameStateService = gameStateService; this.databaseService = databaseService; this.logService = logService; this.configurator = configurator; this.randomService = randomService; this.universeFactory = universeFactory; this.worldFactory = worldFactory; this.areaFactory = areaFactory; this.sectionFactory = sectionFactory; }
public ClientService(ISerializer serializer, ICoordinator coordinator, IWorldFactory worldFactory) { _serializer = serializer; _coordinator = coordinator; _worldFactory = worldFactory; }
/// <summary> /// Initializes a new instance of the <see cref="WorldManager"/> class. /// </summary> /// <param name="worldFactory">The factory responsible for creating new worlds.</param> public WorldManager(IWorldFactory worldFactory) { this.worlds = new List <IWorld>(); this.worldFactory = worldFactory; }
public MenuWorld(ISkin skin, IWorldFactory worldFactory, IAssetManagerProvider assetManagerProvider, I2DRenderUtilities twodRenderUtilities) { this.m_2DRenderUtilities = twodRenderUtilities; this.m_LogoTexture = assetManagerProvider.GetAssetManager().Get <TextureAsset>("texture.Logo"); this.m_WorldFactory = worldFactory; this.Entities = new List <IEntity>(); var startServer = new Button(); startServer.Text = "Start Server"; startServer.Click += (sender, e) => { this.m_LastGameContext.SwitchWorld <IWorldFactory>( x => x.CreateLobbyWorld(false, IPAddress.Any)); }; var ipAddressTextBox = new TextBox(); var joinGame = new Button(); joinGame.Text = "Join Game"; joinGame.Click += (sender, e) => { this.m_LastGameContext.SwitchWorld <IWorldFactory>( x => x.CreateLobbyWorld(true, IPAddress.Parse(ipAddressTextBox.Text))); }; var exitGame = new Button(); exitGame.Text = "Exit Game"; exitGame.Click += (sender, e) => { this.m_LastGameContext.Game.Exit(); }; var vertical = new VerticalContainer(); vertical.AddChild(new EmptyContainer(), "*"); vertical.AddChild(new Label { Text = "Perspective" }, "25"); vertical.AddChild(new EmptyContainer(), "*"); vertical.AddChild(startServer, "25"); vertical.AddChild(new EmptyContainer(), "*"); vertical.AddChild(new Label { Text = "Server IP address:" }, "20"); vertical.AddChild(ipAddressTextBox, "20"); vertical.AddChild(joinGame, "25"); vertical.AddChild(new EmptyContainer(), "*"); vertical.AddChild(exitGame, "25"); vertical.AddChild(new EmptyContainer(), "*"); var horizontal = new HorizontalContainer(); horizontal.AddChild(new EmptyContainer(), "*"); horizontal.AddChild(vertical, "250"); horizontal.AddChild(new EmptyContainer(), "*"); var canvas = new Canvas(); canvas.SetChild(horizontal); this.Entities.Add(new CanvasEntity(skin, canvas)); }
/// <summary>Initializes a new instance of the UnityGame class</summary> /// <param name="definition">Game definition</param> /// <param name="resources">Resource library</param> /// <param name="worldFactory">World factory</param> /// <param name="inputManager">Input manager</param> public UnityGame(GameDefinition definition, IResourceLibrary resources, IWorldFactory worldFactory, IInputManager inputManager) : base(definition, resources, worldFactory, inputManager) { }
/// <summary>Initializes a new instance of the GameFactoryBase class</summary> /// <param name="resources">Resource library</param> /// <param name="worldFactory">World factory</param> /// <param name="inputManager">Input manager</param> protected GameFactoryBase(IResourceLibrary resources, IWorldFactory worldFactory, IInputManager inputManager) : base(resources) { this.WorldFactory = worldFactory; this.InputManager = inputManager; }
/// <summary> /// Initializes a new instance of the <see cref="WorldManager"/> class. /// </summary> /// <param name="worldFactory">The factory responsible for creating new worlds.</param> public WorldManager(IWorldFactory worldFactory) { this.worlds = new List<IWorld>(); this.worldFactory = worldFactory; }