public override void Load(ValuesDictionary valuesDictionary) { m_subsystemTime = base.Project.FindSubsystem <SubsystemTime>(throwOnError: true); m_subsystemProjectiles = base.Project.FindSubsystem <SubsystemProjectiles>(throwOnError: true); m_subsystemAudio = base.Project.FindSubsystem <SubsystemAudio>(throwOnError: true); base.Load(valuesDictionary); }
public override void Load(ValuesDictionary valuesDictionary, IdToEntityMap idToEntityMap) { base.Load(valuesDictionary, idToEntityMap); m_subsystemTerrain = base.Project.FindSubsystem <SubsystemTerrain>(throwOnError: true); m_subsystemAudio = base.Project.FindSubsystem <SubsystemAudio>(throwOnError: true); m_subsystemPickables = base.Project.FindSubsystem <SubsystemPickables>(throwOnError: true); m_subsystemProjectiles = base.Project.FindSubsystem <SubsystemProjectiles>(throwOnError: true); m_componentBlockEntity = base.Entity.FindComponent <ComponentBlockEntity>(throwOnError: true); }
public override void Load(ValuesDictionary valuesDictionary) { base.Load(valuesDictionary); m_subsystemTerrain = base.Project.FindSubsystem <SubsystemTerrain>(throwOnError: true); m_subsystemProjectiles = base.Project.FindSubsystem <SubsystemProjectiles>(throwOnError: true); m_subsystemParticles = base.Project.FindSubsystem <SubsystemParticles>(throwOnError: true); m_subsystemAudio = base.Project.FindSubsystem <SubsystemAudio>(throwOnError: true); m_subsystemNoise = base.Project.FindSubsystem <SubsystemNoise>(throwOnError: true); m_subsystemTime = base.Project.FindSubsystem <SubsystemTime>(throwOnError: true); m_subsystemSky = base.Project.FindSubsystem <SubsystemSky>(throwOnError: true); m_subsystemPlayers = base.Project.FindSubsystem <SubsystemPlayers>(throwOnError: true); }
public override void Load(ValuesDictionary valuesDictionary) { m_subsystemAudio = base.Project.FindSubsystem <SubsystemAudio>(throwOnError: true); m_subsystemParticles = base.Project.FindSubsystem <SubsystemParticles>(throwOnError: true); m_subsystemTerrain = base.Project.FindSubsystem <SubsystemTerrain>(throwOnError: true); m_subsystemNoise = base.Project.FindSubsystem <SubsystemNoise>(throwOnError: true); m_subsystemBodies = base.Project.FindSubsystem <SubsystemBodies>(throwOnError: true); m_subsystemPickables = base.Project.FindSubsystem <SubsystemPickables>(throwOnError: true); m_subsystemProjectiles = base.Project.FindSubsystem <SubsystemProjectiles>(throwOnError: true); m_subsystemBlockBehaviors = base.Project.FindSubsystem <SubsystemBlockBehaviors>(throwOnError: true); m_subsystemFireBlockBehavior = base.Project.FindSubsystem <SubsystemFireBlockBehavior>(throwOnError: true); m_explosionParticleSystem = new ExplosionParticleSystem(); m_subsystemParticles.AddParticleSystem(m_explosionParticleSystem); }
public static void Load(Project Project) { if (LoadedProject) { return; } SubsystemGameInfo = Project.FindSubsystem <SubsystemGameInfo>(true); SubsystemAudio = Project.FindSubsystem <SubsystemAudio>(true); SubsystemBodies = Project.FindSubsystem <SubsystemBodies>(true); SubsystemTime = Project.FindSubsystem <SubsystemTime>(true); SubsystemItemsScanner = Project.FindSubsystem <SubsystemItemsScanner>(true); SubsystemMovingBlocks = Project.FindSubsystem <SubsystemMovingBlocks>(true); SubsystemBlockEntities = Project.FindSubsystem <SubsystemBlockEntities>(true); SubsystemExplosions = Project.FindSubsystem <SubsystemExplosions>(true); SubsystemCollapsingBlockBehavior = Project.FindSubsystem <SubsystemCollapsingBlockBehavior>(true); SubsystemPickables = Project.FindSubsystem <SubsystemPickables>(true); SubsystemProjectiles = Project.FindSubsystem <SubsystemProjectiles>(true); Terrain = (SubsystemTerrain = Project.FindSubsystem <SubsystemTerrain>(true)).Terrain; LoadedProject = true; }
public override void Load(ValuesDictionary valuesDictionary) { base.Load(valuesDictionary); m_subsystemGameInfo = base.Project.FindSubsystem <SubsystemGameInfo>(throwOnError: true); m_subsystemTime = base.Project.FindSubsystem <SubsystemTime>(throwOnError: true); m_subsystemExplosions = base.Project.FindSubsystem <SubsystemExplosions>(throwOnError: true); m_subsystemProjectiles = base.Project.FindSubsystem <SubsystemProjectiles>(throwOnError: true); m_subsystemBlockBehaviors = base.Project.FindSubsystem <SubsystemBlockBehaviors>(throwOnError: true); foreach (Projectile projectile in m_subsystemProjectiles.Projectiles) { ScanProjectile(projectile); } m_subsystemProjectiles.ProjectileAdded += delegate(Projectile projectile) { ScanProjectile(projectile); }; m_subsystemProjectiles.ProjectileRemoved += delegate(Projectile projectile) { m_projectiles.Remove(projectile); }; }