Exemple #1
0
        public ClientShipManager(
            ParticleManager particleManager,
            PlayerShipManager playerShipManager,
            SpriteBatch spriteBatch,
            TextureManager textureManager,
            SimulationManager simulationManager,
            TargetingService targetManager,
            TeamManager teamManager,
            ProjectileManager projectileManager,
            MessageService_ToServer messageService,
            IClientPlayerInfoManager clientPlayerInfoManager,
            bool simulateNPCs)
        {
            _shipList = new Dictionary <int, Ship>();

            _particleManager         = particleManager;
            _playerShipManager       = playerShipManager;
            _spriteBatch             = spriteBatch;
            _textureManager          = textureManager;
            _simulationManager       = simulationManager;
            _targetManager           = targetManager;
            _teamManager             = teamManager;
            _messageService          = messageService;
            _projectileManager       = projectileManager;
            _updateIgnoreList        = new HashSet <int>();
            _simulateNPCs            = simulateNPCs;
            _positionUpdateList      = new HashSet <Ship>();
            _clientPlayerInfoManager = clientPlayerInfoManager;
        }
Exemple #2
0
        double _shortClickTime = 300;//ms, Minimum amount of time before button is considered "held"

        public SelectionManager(
            TextDrawingService textDrawingService,
            SpriteBatch spriteBatch,
            ClientShipManager clientShipManager,
            MessageService_ToServer messageManager,
            PhysicsManager physicsManager,
            PlayerShipManager playerShipManager,
            TargetingService targetingService,
            UIConversionService uiConversionService)
        {
            _textDrawingService  = textDrawingService;
            _spriteBatch         = spriteBatch;
            _clientShipManager   = clientShipManager;
            _messageManager      = messageManager;
            _physicsManager      = physicsManager;
            _playerShipManager   = playerShipManager;
            _targetingManager    = targetingService;
            _uiConversionService = uiConversionService;
        }
Exemple #3
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        public ProjectileManager(ParticleManager particleManager,
                                 World world,
                                 SpriteBatch spriteBatch,
                                 TargetingService targetingManager,
                                 SimulationManager simulationManager,
                                 MessageService_ToServer messageService,
                                 CollisionManager collisionManager
                                 )
        {
            _particleManager   = particleManager;
            _world             = world;
            _spriteBatch       = spriteBatch;
            _targetingManager  = targetingManager;
            _simulationManager = simulationManager;
            _messageService    = messageService;
            _collisionManager  = collisionManager;

            _projectileList = new List <IProjectile>(1000);

            //TODO: Get rid of this nonsense
            _flyweights = new Dictionary <ProjectileTypes, ProjectileStats>();
            _flyweights.Add(ProjectileTypes.Laser, new LaserProjectileStats());
            _flyweights.Add(ProjectileTypes.LaserWave, new LaserWaveProjectileStats());
            _flyweights.Add(ProjectileTypes.PlasmaCannon, new PlasmaCannonProjectileStats());
            _flyweights.Add(ProjectileTypes.NaniteLauncher, new NaniteLauncherProjectileStats());
            _flyweights.Add(ProjectileTypes.AmbassadorMissile, new AmbassadorProjectileStats());
            _flyweights.Add(ProjectileTypes.HellHoundMissile, new HellhoundProjectileStats());
            _flyweights.Add(ProjectileTypes.MissileType1, new MissileType1ProjectileStats());
            _flyweights.Add(ProjectileTypes.MissileType2, new MissileType2ProjectileStats());
            _flyweights.Add(ProjectileTypes.MissileType3, new MissileType3ProjectileStats());
            _flyweights.Add(ProjectileTypes.MissileType4, new MissileType4ProjectileStats());

            _flyweights.Add(ProjectileTypes.BC_Laser, new BC_LaserProjectileStats());
            _flyweights.Add(ProjectileTypes.GravityBomb, new GravityBombProjectileStats());
            _flyweights.Add(ProjectileTypes.MineSplash, new MineSplashProjectileStats());
        }
Exemple #4
0
 public TeamManager(TargetingService targetingManager)
 {
     _targetingManager = targetingManager;
 }