public AGSCharacter(string id, Resolver resolver, IOutfit outfit) : base(id, resolver) { _hasRoom = AddComponent<IHasRoom>(); _animationContainer = AddComponent<IAnimationContainer>(); _inObjectTree = AddComponent<IInObjectTree>(); _collider = AddComponent<ICollider>(); _visibleComponent = AddComponent<IVisibleComponent>(); _enabledComponent = AddComponent<IEnabledComponent>(); _customProperties = AddComponent<ICustomPropertiesComponent>(); _drawableInfo = AddComponent<IDrawableInfo>(); _hotspotComponent = AddComponent<IHotspotComponent>(); _shaderComponent = AddComponent<IShaderComponent>(); _transformComponent = AddComponent<ITranslateComponent>(); _imageComponent = AddComponent<IImageComponent>(); _scaleComponent = AddComponent<IScaleComponent>(); _rotateComponent = AddComponent<IRotateComponent>(); _pixelPerfectComponent = AddComponent<IPixelPerfectComponent>(); _faceDirectionBehavior = AddComponent<IFaceDirectionBehavior>(); _hasOutfit = AddComponent<IHasOutfit>(); _hasInventory = AddComponent<IHasInventory>(); _followBehavior = AddComponent<IFollowBehavior>(); beforeInitComponents(resolver, outfit); InitComponents(); afterInitComponents(resolver, outfit); }
public AGSCharacter(string id, Resolver resolver, IOutfit outfit) : base(id, resolver) { _hasRoom = AddComponent <IHasRoom>(); _animationContainer = AddComponent <IAnimationContainer>(); _inObjectTree = AddComponent <IInObjectTree>(); _collider = AddComponent <ICollider>(); _visibleComponent = AddComponent <IVisibleComponent>(); _enabledComponent = AddComponent <IEnabledComponent>(); _customProperties = AddComponent <ICustomPropertiesComponent>(); _drawableInfo = AddComponent <IDrawableInfo>(); _hotspotComponent = AddComponent <IHotspotComponent>(); _shaderComponent = AddComponent <IShaderComponent>(); _translateComponent = AddComponent <ITranslateComponent>(); _imageComponent = AddComponent <IImageComponent>(); _scaleComponent = AddComponent <IScaleComponent>(); _rotateComponent = AddComponent <IRotateComponent>(); _pixelPerfectComponent = AddComponent <IPixelPerfectComponent>(); _faceDirectionBehavior = AddComponent <IFaceDirectionBehavior>(); _hasOutfit = AddComponent <IHasOutfit>(); _hasInventory = AddComponent <IHasInventory>(); _followBehavior = AddComponent <IFollowBehavior>(); _modelMatrixComponent = AddComponent <IModelMatrixComponent>(); beforeInitComponents(resolver, outfit); InitComponents(); afterInitComponents(resolver, outfit); }
public AGSSayBehavior(IGameState state, IGameFactory factory, IInput input, ISayLocationProvider location, FastFingerChecker fastFingerChecker, ISayConfig sayConfig, IHasOutfit outfit, IFaceDirectionBehavior faceDirection, IBlockingEvent<BeforeSayEventArgs> onBeforeSay, ISoundEmitter emitter, ISpeechCache speechCache) { _state = state; _factory = factory; _input = input; _location = location; _fastFingerChecker = fastFingerChecker; _outfit = outfit; _faceDirection = faceDirection; _emitter = emitter; _speechCache = speechCache; SpeechConfig = sayConfig; OnBeforeSay = onBeforeSay; }
public AGSSayBehavior(IGameState state, IGameFactory factory, IInput input, ISayLocationProvider location, FastFingerChecker fastFingerChecker, ISayConfig sayConfig, IHasOutfit outfit, IFaceDirectionBehavior faceDirection, IBlockingEvent <BeforeSayEventArgs> onBeforeSay, ISoundEmitter emitter, ISpeechCache speechCache) { _state = state; _factory = factory; _input = input; _location = location; _fastFingerChecker = fastFingerChecker; _outfit = outfit; _faceDirection = faceDirection; _emitter = emitter; _speechCache = speechCache; SpeechConfig = sayConfig; OnBeforeSay = onBeforeSay; }
public AGSWalkBehavior(IObject obj, IPathFinder pathFinder, IFaceDirectionBehavior faceDirection, IHasOutfit outfit, IObjectFactory objFactory, IGame game, IGLUtils glUtils) { _state = game.State; _cutscene = _state.Cutscene; _events = game.Events; _obj = obj; _pathFinder = pathFinder; _faceDirection = faceDirection; _outfit = outfit; _objFactory = objFactory; _glUtils = glUtils; _debugPath = new List <IObject> (); _walkCompleted = new TaskCompletionSource <object> (); _walkCompleted.SetResult(null); AdjustWalkSpeedToScaleArea = true; MovementLinkedToAnimation = true; WalkStep = new PointF(8f, 8f); _events.OnRepeatedlyExecute.Subscribe(onRepeatedlyExecute); }
public AGSWalkBehavior(IObject obj, IPathFinder pathFinder, IFaceDirectionBehavior faceDirection, IHasOutfit outfit, IObjectFactory objFactory, IGame game, IGLUtils glUtils) { _state = game.State; _cutscene = _state.Cutscene; _events = game.Events; _obj = obj; _pathFinder = pathFinder; _faceDirection = faceDirection; _outfit = outfit; _objFactory = objFactory; _glUtils = glUtils; _debugPath = new List<IObject> (); _walkCompleted = new TaskCompletionSource<object> (); _walkCompleted.SetResult(null); AdjustWalkSpeedToScaleArea = true; MovementLinkedToAnimation = true; WalkStep = new PointF(8f, 8f); _events.OnRepeatedlyExecute.Subscribe(onRepeatedlyExecute); }