/// <summary>
 /// Initializes a new instance of the LevelFailedState class.
 /// </summary>
 /// <param name="system">
 /// The <see cref="LevelSystem"/> system, the state will be
 /// part of. This system is used to also derive the property
 /// <see cref="LevelStateBase.Game"/> from.
 /// </param>
 public LevelFailedState(LevelSystem system) : base(system)
 {
 }
Exemple #2
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 /// <summary>
 /// Initializes a new instance of the LevelPlayingState class.
 /// </summary>
 /// <param name="system">
 /// The <see cref="LevelSystem"/> system, the state will be
 /// part of. This system is used to also derive the property
 /// <see cref="LevelStateBase.Game"/> from.
 /// </param>
 public LevelPlayingState(LevelSystem system) : base(system)
 {
 }
 /// <summary>
 /// Initializes a new instance of the LevelPlayingState class.
 /// </summary>
 /// <param name="system">
 /// The <see cref="LevelSystem"/> system, the state will be
 /// part of. This system is used to also derive the property
 /// <see cref="LevelStateBase.Game"/> from.
 /// </param>
 public LevelPlayingState(LevelSystem system) : base(system)
 {
 }
 /// <summary>
 /// Initializes a new instance of the LevelPausedState class.
 /// </summary>
 /// <param name="system">
 /// The <see cref="LevelSystem"/> system, the state will be
 /// part of. This system is used to also derive the property
 /// <see cref="LevelStateBase.Game"/> from.
 /// </param>
 public LevelPausedState(LevelSystem system) : base(system)
 {
 }
 /// <summary>
 /// Initializes a new instance of the LevelSpawnState class.
 /// </summary>
 /// <param name="system">
 /// The <see cref="LevelSystem"/> system, the state will be
 /// part of. This system is used to also derive the property
 /// <see cref="LevelStateBase.Game"/> from.
 /// </param>
 public LevelSpawnState(LevelSystem system) : base(system)
 {
 }
 /// <summary>
 /// Initializes a new instance of the LevelFinishedState class.
 /// </summary>
 /// <param name="system">
 /// The <see cref="LevelSystem"/> system, the state will be
 /// part of. This system is used to also derive the property
 /// <see cref="LevelStateBase.Game"/> from.
 /// </param>
 public LevelFinishedState(LevelSystem system) : base(system)
 {
 }
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 /// <summary>
 /// Initializes a new instance of the LevelFailedState class.
 /// </summary>
 /// <param name="system">
 /// The <see cref="LevelSystem"/> system, the state will be
 /// part of. This system is used to also derive the property
 /// <see cref="LevelStateBase.Game"/> from.
 /// </param>
 public LevelFailedState(LevelSystem system) : base(system)
 {
 }
 /// <summary>
 /// Initializes a new instance of the LevelSpawnState class.
 /// </summary>
 /// <param name="system">
 /// The <see cref="LevelSystem"/> system, the state will be
 /// part of. This system is used to also derive the property
 /// <see cref="LevelStateBase.Game"/> from.
 /// </param>
 public LevelSpawnState(LevelSystem system) : base(system)
 {
 }
 /// <summary>
 /// Initializes a new instance of the LevelLoadingState class.
 /// </summary>
 /// <param name="system">
 /// The <see cref="LevelSystem"/> system, the state will be
 /// part of. This system is used to also derive the property
 /// <see cref="LevelStateBase.Game"/> from.
 /// </param>
 public LevelLoadingState(LevelSystem system) : base(system)
 {
 }
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 /// <summary>
 /// Initializes a new instance of the LevelLoadingState class.
 /// </summary>
 /// <param name="system">
 /// The <see cref="LevelSystem"/> system, the state will be
 /// part of. This system is used to also derive the property
 /// <see cref="LevelStateBase.Game"/> from.
 /// </param>
 public LevelLoadingState(LevelSystem system) : base(system)
 {
 }
 /// <summary>
 /// Initializes a new instance of the LevelStateBase class.
 /// </summary>
 /// <param name="system">
 /// The <see cref="LevelSystem"/> system, the state will be
 /// part of. This system is used to also derive the property
 /// <see cref="LevelStateBase.Game"/> from.
 /// </param>
 public LevelStateBase(LevelSystem system) : base()
 {
     this.LevelSystem = system;
     this.Game        = system.Game;
 }
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 /// <summary>
 /// Initializes a new instance of the LevelFinishedState class.
 /// </summary>
 /// <param name="system">
 /// The <see cref="LevelSystem"/> system, the state will be
 /// part of. This system is used to also derive the property
 /// <see cref="LevelStateBase.Game"/> from.
 /// </param>
 public LevelFinishedState(LevelSystem system) : base(system)
 {
 }
 /// <summary>
 /// Initializes a new instance of the LevelStateBase class.
 /// </summary>
 /// <param name="system">
 /// The <see cref="LevelSystem"/> system, the state will be
 /// part of. This system is used to also derive the property
 /// <see cref="LevelStateBase.Game"/> from.
 /// </param>
 public LevelStateBase(LevelSystem system) : base()
 {
     this.LevelSystem = system;
     this.Game = system.Game;
 }
 /// <summary>
 /// Initializes a new instance of the LevelPausedState class.
 /// </summary>
 /// <param name="system">
 /// The <see cref="LevelSystem"/> system, the state will be
 /// part of. This system is used to also derive the property
 /// <see cref="LevelStateBase.Game"/> from.
 /// </param>
 public LevelPausedState(LevelSystem system) : base(system)
 {
 }