public PublicGameEngineInterface()
 {
     // This is a singleton accessable from anyone in GameEngine, but stash a copy since we use it alot
     m_engine = new CoreGameEngine();
     m_engine.TextOutputEvent += new TextOutputFromGame(s => TextOutputEvent(s));
     m_engine.PlayerDiedEvent += new PlayerDied(() => PlayerDiedEvent());
     m_engine.RangedAttackEvent += new RangedAttack((a, type, d, targetAtEnd) => RangedAttackEvent(a, type, d, targetAtEnd));
     m_debugEngine = new DebugEngine(m_engine);
     m_actionEngine = new PlayerActionEngine(m_engine);
     m_gameState = new GameStateInterface(m_engine);
     m_targetting = new TargettingUtils(m_engine);
 }
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 public TargettingUtils(CoreGameEngine engine)
 {
     m_engine = engine;
 }
 internal static void SetupCoreGameEngineInterface(CoreGameEngine engine)
 {
     Instance = new CoreGameEngineInterface(engine);
 }
 private CoreGameEngineInterface(CoreGameEngine engine)
 {
     m_engine = engine;
     CoreGameEngineInstance.Instance = this;
 }
 public void Dispose()
 {
     if (m_engine != null)
         m_engine.Dispose();
     m_engine = null;
 }
Esempio n. 6
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 public GameStateInterface(CoreGameEngine engine)
 {
     m_engine = engine;
 }
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 internal DebugEngine(CoreGameEngine engine)
 {
     m_engine = engine;
 }
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 internal PlayerActionEngine(CoreGameEngine engine)
 {
     m_engine = engine;
 }