public DynamicEntityManager(D3DEngine d3DEngine, VoxelModelManager voxelModelManager, CameraManager <ICameraFocused> camManager, WorldFocusManager worldFocusManager, VisualWorldParameters visualWorldParameters, SingleArrayChunkContainer chunkContainer, IPlayerManager playerEntityManager, ISkyDome skyDome, SharedFrameCB sharedFrameCB, IWorldChunks worldChunks, ISoundEngine soundEngine, UtopiaParticuleEngine utopiaParticuleEngine ) { _d3DEngine = d3DEngine; _voxelModelManager = voxelModelManager; _camManager = camManager; _chunkContainer = chunkContainer; _soundEngine = soundEngine; _worldFocusManager = worldFocusManager; _visualWorldParameters = visualWorldParameters; _playerEntityManager = playerEntityManager; _playerEntityManager.UtopiaParticuleEngine = utopiaParticuleEngine; _skyDome = skyDome; _sharedFrameCB = sharedFrameCB; _worldChunks = worldChunks; _utopiaParticuleEngine = utopiaParticuleEngine; _voxelModelManager.VoxelModelAvailable += VoxelModelManagerVoxelModelReceived; _camManager.ActiveCameraChanged += CamManagerActiveCameraChanged; _playerEntityManager.PlayerEntityChanged += _playerEntityManager_PlayerEntityChanged; DynamicEntities = new List <VisualVoxelEntity>(); DrawOrders.UpdateIndex(VOXEL_DRAW, 99, "VOXEL_DRAW"); SPRITENAME_DRAW = DrawOrders.AddIndex(1060, "NAME_DRAW"); this.IsDefferedLoadContent = true; }
public UtopiaParticuleEngine(D3DEngine d3dEngine, SharedFrameCB sharedFrameCB, CameraManager <ICameraFocused> cameraManager, InputsManager inputsManager, VisualWorldParameters worldParameters, IChunkEntityImpactManager chunkEntityImpactManager, IWorldChunks worldChunks, ILandscapeManager landscapeManager, IWeather weather) : base(d3dEngine, sharedFrameCB.CBPerFrame) { _sharedFrameCB = sharedFrameCB; _cameraManager = cameraManager; _inputsManager = inputsManager; _worldParameters = worldParameters; _chunkEntityImpactManager = chunkEntityImpactManager; _worldChunks = worldChunks; _landscapeManager = landscapeManager; _weather = weather; _chunkEntityImpactManager.BlockReplaced += _chunkEntityImpactManager_BlockReplaced; this.IsDefferedLoadContent = true; }
public void LateInitialization(SharedFrameCB sharedCB) { _sharedCB = sharedCB; }
public EditorParticuleEngine(D3DEngine d3dEngine, CameraManager <ICameraFocused> cameraManager, SharedFrameCB sharedFrameBuffer, IWeather weather) : base(d3dEngine, sharedFrameBuffer.CBPerFrame) { _weather = weather; }