public StandardWisdom(Entity entiry) { _Equipment = new InventoryProxy(); _Bag = new InventoryProxy(); var type = entiry.GetVisible().EntityType; _Messages = new Queue<string>(); _FPS = new FPSCounter(); _UsableSkills = new List<ACTOR_STATUS_TYPE>(); _EntityImperils = _InitialImperil(type); _ActorMind = new ActorMind(type); _DecisionTime = 0.5f; _FieldOfVision = new List<IVisible>(); _Entiry = entiry; _Random = Regulus.Utility.Random.Instance; //asin(2 / sqrt(2 ^ 2 + 10 ^ 2)) _Node = _BuildNode(); }
public StandardBehavior(Entity entiry) { _Equipment = new InventoryProxy(); _Bag = new InventoryProxy(); var type = entiry.GetVisible().EntityType; _Messages = new Queue <string>(); _FPS = new FPSCounter(); _UsableSkills = new List <ACTOR_STATUS_TYPE>(); _EntityImperils = _InitialImperil(type); _ActorMind = new ActorMind(type); _DecisionTime = 0.5f; _FieldOfVision = new List <IVisible>(); _Entiry = entiry; _Random = Regulus.Utility.Random.Instance; //asin(2 / sqrt(2 ^ 2 + 10 ^ 2)) _Node = _BuildNode(); }
public PowerRegulator() { _SpinWait = new SpinWait(); _SpinCount = 0; _WorkCount = 0; _Busy = 0; _FPS = new FPSCounter(); }
public PowerRegulator() { _Sample = 1.0f; _SpinWait = new SpinWait(); _SpinCount = 0; _WorkCount = 0; _Busy = 0; _TimeCount = new TimeCounter(); _FPS = new FPSCounter(); }