public SaveCharacterControl(CombatSystem cSys, EntityMaintenanceSystem entMaintSys, EntityManager eMan, NameSystem nSys)
 {
     combatSystem = cSys;
     entityMaintenanceSystem = entMaintSys;
     entityManager = eMan;
     nameSystem = nSys;
 }
Exemple #2
0
        public InitActions(Lua Lua, CombatSystem cSys, NameSystem nSys)
        {
            combatSystem = cSys;
            nameSystem = nSys;
            lua = Lua;

            Initialize();
        }
Exemple #3
0
        public TownState(CombatSystem cSys, EntityMaintenanceSystem entSys, EntityManager eMan, NameSystem nSys, StateMachine sM, PlayerSystem pS, GameMap gMap)
        {
            entMaintenanceSystem = entSys;
            stateSystem = sM;
            playerSystem = pS;
            gameMap = gMap;

            saveControl = new SaveCharacterControl(cSys, entSys, eMan, nSys);
        }
Exemple #4
0
        public StatusState(StatsSystem sS, ExperienceSystem eS, StateMachine sM, NameSystem nS, PlayerSystem pS, ProfessionSystem profS)
        {
            statsSystem = sS;
            experienceSystem = eS;
            nameSystem = nS;
            playerSystem = pS;
            professionSystem = profS;

            stateSystem = sM;
        }
        public InventoryState(EntityMaintenanceSystem emSys, StatsSystem sS, GearSystem gS, StatModifierSystem mS, ItemInventorySystem iS, StateMachine sM, NameSystem nSys)
        {
            entMaintenanceSystem = emSys;
            gearSystem = gS;
            statsSystem = sS;
            modifierSystem = mS;
            inventorySystem = iS;
            nameSystem = nSys;

            stateSystem = sM;
        }
Exemple #6
0
        public CombatState(Lua Lua, EffectSystem eSys, NameSystem nSys, PlayerSystem pSys, EntityManager eMan,CombatSystem cSys,GameMap gMap, StateMachine sMach)
        {
            lua = Lua;
            effectSystem = eSys;
            combatSystem = cSys;
            nameSystem = nSys;
            playerSystem = pSys;
            entityManager = eMan;
            gameMap = gMap;
            stateSystem = sMach;

            RegisterLuaFunctions();
        }
 public EntityMaintenanceSystem(EffectSystem eSys, EntityManager eMan, EquipmentSystem eqSys, ExperienceSystem xSys, GearSystem gSys, ItemInventorySystem invSys, ItemSystem iSys, NameSystem nSys, PlayerSystem pSys, ProfessionSystem profSys, StatsSystem sSys, StatModifierSystem smSys)
 {
     effectSystem = eSys;
     entityManager = eMan;
     equipmentSystem = eqSys;
     experienceSystem = xSys;
     gearSystem = gSys;
     inventorySystem=invSys;
     itemSystem = iSys;
     nameSystem = nSys;
     playerSystem = pSys;
     professionSystem = profSys;
     statsSystem = sSys;
     modifierSystem = smSys;
 }
Exemple #8
0
        public ShopState(EntityMaintenanceSystem eMS, GearSystem gSys, StatModifierSystem sMSys, StatsSystem sSys, ExperienceSystem eSys, PlayerSystem pSys, DropSystem dSys, NameSystem nSys, StateMachine sMach, ItemSystem iSys, GameMap gMap)
        {
            entMaintenanceSystem = eMS;
            gearSystem = gSys;
            modifierSystem = sMSys;
            statsSystem = sSys;
            experienceSystem = eSys;
            playerSystem = pSys;
            dropSystem=dSys;
            nameSystem = nSys;
            itemSystem = iSys;

            stateSystem = sMach;

            gameMap = gMap;
            NumItems = 5;
        }
        public CombatSystem(Lua Lua, ActionSystem actSys, ActionInventorySystem actInvSys, AISystem aiSys, DropSystem dSys, EffectSystem eSys, EntityMaintenanceSystem eMainSys, ExperienceSystem xSys, ItemInventorySystem iSys, NameSystem nSys, PlayerSystem pSys, StatsSystem sSys)
        {
            actionSystem = actSys;
            aInventorySystem = actInvSys;
            aiSystem = aiSys;
            dropSystem = dSys;
            effectSystem = eSys;
            entityMaintenanceSystem = eMainSys;
            experienceSystem = xSys;
            inventorySystem = iSys;
            nameSystem = nSys;
            playerSystem = pSys;
            statsSystem = sSys;

            lua = Lua;
            RegisterLuaFunctions();
        }
 public EntityManager(StateMachine sMach, DropSystem dSys, PlayerSystem pS, StatsSystem sS, ItemSystem iS, StatModifierSystem mS, EffectSystem efS, EquipmentSystem eqS, AISystem aiS, GearSystem gS, ExperienceSystem xS, ItemInventorySystem invS, NameSystem nS, ProfessionSystem profS, ActionSystem actS, ActionInventorySystem aInvS, CombatSystem cSys, EntityMaintenanceSystem eMS)
 {
     stateSystem = sMach;
     dropSystem = dSys;
     entMaintenanceSystem = eMS;
     aInventorySystem = aInvS;
     combatSystem = cSys;
     playerSystem = pS;
     statsSystem = sS;
     itemSystem = iS;
     modifierSystem = mS;
     effectSystem = efS;
     equipmentSystem = eqS;
     aiSystem = aiS;
     gearSystem = gS;
     experienceSystem = xS;
     inventorySystem = invS;
     nameSystem = nS;
     professionSystem = profS;
     actionSystem = actS;
 }
Exemple #11
0
 static void InitNames(NameSystem _ns, string fileName)
 {
     _ns.Names    = ReadNamesToList(fileName);
     _ns.MaxShips = _ns.Names.Count;
     _ns.CurShips = _ns.MaxShips;
 }
Exemple #12
0
 public PlayerState(AISystem aiSys, CombatSystem cSys, NameSystem nSys)
 {
     combatSystem = cSys;
     aiSystem = aiSys;
     nameSystem = nSys;
 }
Exemple #13
0
 public Stun(AISystem ai, NameSystem nS, double time)
 {
     aiSystem = ai;
     nameSystem = nS;
 }
 public GameOverState(NameSystem nS, StateMachine sM, EntityManager eM)
 {
     nameSystem = nS;
     stateSystem = sM;
     entityManager = eM;
 }
Exemple #15
0
        private void InitializeSystems()
        {
            Console.WriteLine("Initializing Game Systems");

            professionSystem = new ProfessionSystem();
            effectSystem=new EffectSystem(lua);
            equipmentSystem = new EquipmentSystem();
            experienceSystem = new ExperienceSystem();         
            itemSystem = new ItemSystem();
            inventorySystem = new ItemInventorySystem();
            modifierSystem = new StatModifierSystem();
            nameSystem = new NameSystem(lua);
            playerSystem = new PlayerSystem(nameSystem, stateSystem);
            gearSystem = new GearSystem();
            statsSystem = new StatsSystem();
            aInventorySystem = new ActionInventorySystem(lua, statsSystem);
            actionSystem = new ActionSystem(lua);
            aiSystem = new AISystem();
            dropSystem = new DropSystem(dropMap);
        }