/// <summary> /// Sets the simulation up by configurating parameters and the like /// </summary> private void SetupSimulation() { // Add everyones token foreach (var user in Session.Users) { _secureTokensWaiting.Add(user.SecureToken); } // The state can be generated based on the session information passed down _simulationState = SimulationStateFactory.CreateSimulationState(Session); _serviceContainer = new ServiceContainer(_simulationState); var detonationService = new DetonationService(); var powerupService = new PowerupService(); // Add services we might need _serviceContainer.AddService(detonationService); _serviceContainer.AddService(powerupService); _serviceContainer.EntityRemoved += _serviceContainer_EntityRemoved; _serviceContainer.EntityAdded += _serviceContainer_EntityAdded; // Start the game timer immediately //TODO: Don't start the timer until everyone is loaded _timer.Start(); _serviceContainer.PlayersAlive = Session.Users.Count; }
public PowerupService() { instance = this; ServiceLocator.Register <IPowerupService>(this); ServiceLocator.Request <IShotResultService>().RegisterListener(Clean); if (rivalInventory == null) { rivalInventory = new PowerupInventory(true); } }