public MatchIntroState(GameState gameState)
     : base(gameState)
 {
     _stopwatch = new Stopwatch();
     InputProcessor = new NoInputProcessor();
     _playedSecondSound = false;
 }
 public EndGameState(GameState gameState, bool playerWon)
     : base(gameState)
 {
     _stopwatch = new Stopwatch();
     InputProcessor = new NoInputProcessor();
     _playerWon = playerWon;
 }
 public AbilitySelection(GameState gameState, IState previousState, ActionInformation actionInformation)
     : base(gameState)
 {
     _previousState = previousState;
     _actionInformation = actionInformation;
     InputProcessor = new AbilitySelectionProcessor(gameState, this);
 }
 public ActionAnimationPlaying(GameState gameState, ActionInformation actionInformation, Tile tile)
     : base(gameState)
 {
     _actionInformation = actionInformation;
     _stateName = "ActorAnimationPlaying" + _num++;
     _script = _actionInformation.Script(tile);
     InputProcessor = new NoInputProcessor();
 }
 protected GameStateBase(GameState gameState)
 {
     GameState = gameState;
 }
 public SelectWaitDirectionProcessor(GameState gameState, SelectWaitDirection selectWaitDirection)
     : base(gameState)
 {
     _selectWaitDirection = selectWaitDirection;
 }
 public AbilitySelectionProcessor(GameState gameState, AbilitySelection abilitySelection)
     : base(gameState)
 {
     _abilitySelection = abilitySelection;
 }
 public ActionSelection(GameState gameState, ActorBase actionActor)
     : base(gameState)
 {
     InputProcessor = new ActionSelectionProcessor(gameState, this);
     _actionActor = actionActor;
 }
 public ActionSelectionProcessor(GameState gameState, ActionSelection actionSelection)
     : base(gameState)
 {
     _actionSelection = actionSelection;
 }
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 public AIDecision(GameState gameState, ActorBase actor)
     : base(gameState)
 {
     _actor = actor;
     InputProcessor = new NoInputProcessor();
 }
 public FreeCameraInputProcessor(GameState gameState, FreeCamera freeCamera)
     : base(gameState)
 {
     _freeCamera = freeCamera;
 }
 public GameStateBaseInputProcessor(GameState gameState)
     : base(Keyboard.GetState(), Mouse.GetState())
 {
     GameState = gameState;
 }
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 public FreeCamera(GameState gameState, IState previousState)
     : base(gameState)
 {
     _previousState = previousState;
     InputProcessor = new FreeCameraInputProcessor(gameState, this);
 }
 public SelectWaitDirection(GameState gameState)
     : base(gameState)
 {
     InputProcessor = new SelectWaitDirectionProcessor(GameState, this);
 }